LISTPROPS

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Properties List

Properties Help

A pk corpse loot only property

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===Prop_PKCorpseLoot===
Effect: a pk corpse loot only property
Targets:
Parameters:
Examples:
Description:

an instant death property

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===Prop_InstantDeath===
Effect: a Property
Targets: MOB, Item, Room, Area
Parameters: (MASK=""zapper"") (DAMAGE="NUM") (DMGPCT="0-100") (MSG=""STR"")
Examples: mask="-race +dwarf"

damage=10 dmgpct=0 msg="<S-NAME> <DAMAGES> <T-NAME>"

Description: Will (eventually) cause the death of anyone using the item, attacking the mob, or entering the room or area. If a mask if given, only those matching the mask are killed. If a DMGPCT ( 100 is used, damage is done and the MSG is displayed. If a DAMAGE ) 0 is used, but DMGPCT=0, then a flat amount of damage is done.


See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.

a MOB emoter property

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===Prop_MOBEmoter===
Effect: a Property
Targets: Room, Area, Item, Mob, Exit
Parameters: Same as Emoter Behavior

("BEHAVIOR ID" "BEHAVIOR ARGUMENTS")

Examples:
Description: This property, by default, is simply an ability/effect encapsulation of the Emoter behavior. Please do AHELP Emoter for information on the proper use and parameters of this property. However, if the first word of the arguments is a valid Behavior ID, then this property can encapsulate ANY behavior with all arguments after the first being the arguments of that behavior.

a Property

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===Property===
Effect: a Property
Targets: Items
Parameters: OWNER=""NAME"" (PRICE="price") (EXPIRESEC="SECONDS")
Examples: owner="bob" expiresec=60
Description: Marks the item as belonging to a particular person or clan. Items so marked can only be sold by that person, an associate, or clan member. PRICE does nothing. EXPIRESEC can be set to make this property temporary, so that an item dropped becomes "unowned" once the owner is gone for the number of seconds given.

A Smell

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===Prop_Smell===
Effect: A Smell
Targets: MOBS, Items, Rooms
Parameters: (TICKS="NUM") (CHANCE="NUM") (EMOTE) (BROADCAST) text(;...)
Examples: <T-NAME> smells flowery!

<T-NAME> smells awful!;<T-NAME> smells BAD! CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD! EMOTE BROADCAST <T-NAME> smells awful!

Description: Makes the object with this property respond to a SNIFF command. More than one smell may be given, separated by semicolons. Each smell may have a chance of being selected during a sniff using the CHANCE parameter. ONLY MOBS with this property have other options, including an absolute duration before going away using the TICKS parameter, the opportunity to emote periodically using the EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST flag.

A Tattoo

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===Prop_Tattoo===
Effect: A Tattoo
Targets: MOB
Parameters: tattoo names delimited by semicolons
Examples: ;UNDEADKILLER;MANLYMEN;
Description: This property WAS used to give MOBs tattoos. It is deprecated now. They are now stored on MOB objects. See Help TATTOO.

Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.

A TattooAdder

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===Prop_TattooAdder===
Effect: A TattooAdder
Targets: MOBs, Items, Exits, Rooms,Areas, Weapons, Food, Drink, Armor
Parameters: tattoo name to grant or remove
Examples: MANLYMEN

-MANLYMEN +-MANLYMEN +~MANLYMEN +-~MANLYMEN +34 MANLYMEN

Description: This property is used to give MOBs tattoos based on an action taken. The tattoo is given by the object with this property, based on an action which depends on the type of object with this property. Tattoos are arbitrary strings, without spaces, that can be checked for as flags by scripts, masks, and other properties. There are only two types of 'special' tattoos: those starting with RACE_ and those starting with CHARCLASS_, which are used to grant access to otherwise inaccessible races or classes for char creation (e.g. RACE_FIREMEPHIT), assuming all other rules allow.

The tattoo parameter is prefixed with - to remove it when the trigger occurs.

The tattoo parameter is prefixed with + (or nothing) to add it when the trigger occurs.

The tattoo parameter is prefixed with +- to add or remove it when the trigger occurs.

The tattoo parameter (after any +- marks) is prefixed with ~ to disable emoting.

The tattoo parameter is prefixed (after +- or ~) with a number to make it decay.

The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.

The actions which trigger the tattoo include:

MOB - death

Item - get

Exit - enter

Room - enter

Area - enter

Weapon - use in battle

Food - eat

Drink - drink

Armor - wear

a Thin Ability

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===ThinAbility===
Effect: a Thin Ability
Targets:
Parameters:
Examples:
Description:

Ability Immunity

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===Prop_AbilityImmunity===
Effect: Ability Immunity
Targets: Anything
Parameters: (OWNER;) (WEARER;)list of abilities with optional error string, ';' delimited
Examples: OWNER;Disease_Cold;Disease_Flu;Spell_Fireball

Disease_Cold=<T-NAME> is immune to <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!

Description: Makes the mob, item, or whatever immune to the listed disease, spell or similar affects. Items will pass their immunity on to their owners if the OWNER flag is present, or the wielder if the WIELDER flag is present.

Ability to set Price/Retainability of a pet.

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===Prop_Retainable===
Effect: Ability to set Price/Retainability of a pet.
Targets: Mobs
Parameters: The value of the mob to shopkeepers

Price of the mob per period;number of days per period (PERSIST=true)

Examples: 100000

100 persist=true;10

Description: This property serves many a purpose: to allow you to set a value to mobs when being sold as pets by shopkeepers. It also allows you to create mobs which will be saved in the database when the system is shut down, so long as the mob has this property, and the mob is presently on someone's personal home, such as a Prop_RoomForSale room. The second parameter following the semicolon, if present, will also make the mob automatically draw money from the property owners bank account periodically. The second parameter refers to the number of mud-days between each pay period. If a pay period passes and the mob can not find a bank account of the owners from which to get paid, or has not been placed on someone's personal property as described above, the mob will quit and disappear.


If persist is set to true, then the mob will stop following the player, but remain in the game when the player logs out.

Absorb Damage

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===Prop_AbsorbDamage===
Effect: Absorb Damage
Targets: Items, Mobs, Areas, Rooms
Parameters: Damage Absorption percentages or amounts, the list of absorbed damage types
Examples: 50% +ALL -SILVER -CLOTH -LEATHER

5 +ALL -MAGIC -SLASHING -FROSTING 25% +ALL -LEVEL15 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC

Description: Whenever the item with this property is worn, or for the mob with this property, or anyone in the area or room with this property, they will attain damage absorption from the types and/or materials of weapons specified. Damage absorption may be represented as a percentage or as a straight amount. Damage amounts must be before the type of damage absorbed in the parameters. Damage amounts/percentages in the negative will add to the damage. If the term "ENHANCED" is included in the parameters, and percentage absorption amounts are used, then this will also attempt to auto-save against skills according to the percentage change, or, if the percentage is negative, make the effect last longer. Here are the parameters:

+ALL - Specifies that, by default, the mob has ALL damage absorbed.

-"DAMAGETYPE"- Creates an exception to the +ALL rule by permitting normal damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.

+"DAMAGETYPE"- Can be used instead of +ALL to absorb damage from the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc.

-"WEAPONCLASS"- Creates an exception to the +ALL rule by permitting normal damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.

-"WEAPONCLASS"- Can be used instead of +ALL to absorb damage from the given weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.

-"ABILITYCODE"- Creates an exception to the +ALL rule by permitting normal damage of the given type of ability. Examples for ABILITYCODE would be -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.

+"ABILITYCODE"- Can be used instead of +ALL to absorb damage from the given type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list abilitycodes.

-"ABILITYDOMAIN"- Creates an exception to the +ALL rule by permitting normal damage of the given domain of ability. Examples for ABILITYDOMAIN would be -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.

+"ABILITYDOMAIN"- Can be used instead of +ALL to absorb damage from the given domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list abilitydomains.

-"ABILITYFLAG"- Creates an exception to the +ALL rule by permitting normal damage of the given flagged abilities. Examples for ABILITYFLAG would be -UNHOLY, -CHARMING, etc. Do list abilityflags.

+"ABILITYFLAG"- Can be used instead of +ALL to absorb damage from the given flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do list abilityflags.

-"ABILITYID"- Creates an exception to the +ALL rule by permitting normal damage of the given specific ability. Examples for ABILITYID would be -SPELL_FIREBALL, etc.

+"ABILITYID"- Can be used instead of +ALL to absorb damage from the given specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..

-MAGIC - Creates an exception to the +ALL rule by permitting normal damage from magical spells and magical weapons.

+MAGIC - If +ALL is not used, this will absorb damage from magical spells and weapons.

-LEVELX - Creates an exception to the +ALL rule by permitting normal damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.

+LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.

-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage from materials a given material.

-PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.

+PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells.

-FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.

+FIRE - If +All is not used, this absorbs damage from damage from fire spells.

-COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.

+COLD - If +All is not used, this absorbs damage from damage from cold spells.

-WATER - Creates an exception to the +All rule by permitting normal damage from water spells.

+WATER - If +All is not used, this absorbs damage from damage from water spells.

-GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.

+GAS - If +All is not used, this absorbs damage from damage from gas spells.

-MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.

+MIND - If +All is not used, this absorbs damage from damage from mind spells.

-JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.

+JUSTICE - If +All is not used, this absorbs damage from damage from justice spells.

-ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.

+ACID - If +All is not used, this absorbs damage from damage from acid spells.

-ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.

+ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells.

-POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.

+POISON - If +All is not used, this absorbs damage from damage from poison spells.

-UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.

+UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells.

-DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.

+DISEASE - If +All is not used, this absorbs damage from damage from disease spells.

-TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.

+TRAPS - If +All is not used, this absorbs damage from damage from traps spells.

Addictions

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===Addictions===
Effect: Addictions
Targets: Mobs
Parameters: "ITEM NAME";...
Examples: pot pie;sugar
Description: This ability governs addictions to food, drink, smoking, or sniffing. The parameter is the substring to match in the name of the item. The player with an addiction will be annoyed unless he gets his "fix" every rl hour. Players can only become addiction through the engine by smoking, or by a drink infected with inebriation, alcohol, or liquor. The player can either "ride out" the addiction for 24 hours, suffering increasingly annoying messages as he goes, or he can keep making his fix. Addictions are not diseases, and can not be cured with magic or restoration. Multiple substances can be listed by separating with semicolons, and the matches are made by parts of item names.

Additional Damage

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===Prop_AddDamage===
Effect: Additional Damage
Targets: Items, Mobs
Parameters: Extra Damage percentages or amounts, the list of extra damage types
Examples: 50% PIERCING

5 SLASHING FROST

Description: Whenever the item with this property is worn, or for the mob with this property, they will do extra damage of the types specified. Extra Damage may be represented as a percentage or as a straight amount. Damage amounts must be before the type of extra damage in the parameters. * Here are the classes of damage:

PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.

  • Here are the types of damage attacks:

PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, DISEASE, TRAPS, WEAPONATTACK.

Adjust combat stats

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===Prop_CombatAdjuster===
Effect: Adjust combat stats
Targets: MOB
Parameters: (ATTACK+/-"PCT NUMER") (ARMOR+/-"PCT NUMER") (DAMAGE+/-"PCT NUMER")

(HP+/-"PCT NUMER") (MANA+/-"PCT NUMER") (MOVE+/-"PCT NUMER") (ATTACK="PCT NUMER") (ARMOR="PCT NUMER") (DAMAGE="PCT NUMER") (HP="PCT NUMER") (MANA="PCT NUMER") (MOVE="PCT NUMER")

Examples: ATTACK+25 DAMAGE-20 MANA=1000
Description: This property either adjusts a mobs current stats by a percentage value as specified, or sets the value to a specific number. This property is mostly useless for builders, but has internal uses. Supported stats include: ATTACK, DAMAGE, ARMOR, HP, MANA, MOVE, SPEED

Adjusting stats when used

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===Prop_UseAdjuster===
Effect: Adjusting stats when used
Targets: Items
Parameters: statistic names followed by a +, -, or = and a value

(reversed) The above parameters may be followed by an optional mask

Examples: move+100 class=thief race=elf gender=F

dex-1 reversed MASK=-Race +Dwarf

Description: When the item with this property is used in a particular way, the listed effects will be permanently given to the owner. For items, trigger use includes:

Food, Drink: EAT/DRINK

Weapon: Doing damage with (can be reversed)

Container: Putting something into

Armor: Taking damage while wearing properly

The REVERSED parameter is special, and means that instead of the effect going to the owner of the item, it goes to the other party in a trigger, such as to the target instead of the owner when a weapon does damage, or to the attacker instead of the owner when taking damage with an armor.

All parameters use the + or - adjuster, except the class, race, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows:

strength dexterity constitution charisma wisdom intelligence

maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)

savepar savefir savecol savewat savegas savemin savegen savejus

saveaci saveele savepoi saveund savemag savedis savetra

ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.


By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same.

The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Adjustments to stats

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===Prop_Adjuster===
Effect: Adjustments to stats
Targets: Mobs
Parameters: statistic names followed by a +, -, or = and a value

The above parameters may be followed by an optional mask

Examples: str+2 dex-2 move+100 class=thief race=elf gender=F

str+2 dex-2 move+100 MASK=-Race +Dwarf

Description: The listed effects will be given to the mob. All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows:

strength dexterity constitution charisma wisdom intelligence

maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)

savepar savefir savecol savewat savegas savemin savegen savejus

saveaci saveele savepoi saveund savemag savedis savetra

ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), RONDEATH (t/f),height, weight, ambiance+, gender, class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) doubt faith weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants rejuvrate critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.


By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same.

The RONDEATH parameter, when set to true, causes this property to disappear on the death of the item owner, the mob, or a mob in the room.

The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. This may seem a strange parameter for a mobs-only property, but perhaps you can find a use for it. :) See ZAPPERMASKS for more information on zapper mask syntax.

Adjustments to stats when here

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===Prop_HereAdjuster===
Effect: Adjustments to stats when here
Targets: Rooms
Parameters: statistic names followed by a +, -, or = and a value

The above parameters may be followed by an optional mask

Examples: str+2 dex-2 move+100 class=thief race=elf gender=F

str+2 ableprofs="spell_fireball(10)" MASK=-RACE +Dwarf

Description: So long as the room with this property is occupied, the listed effects will be given to the occupants. All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows:

strength dexterity constitution charisma wisdom intelligence

maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)

savepar savefir savecol savewat savegas savemin savegen savejus

saveaci saveele savepoi saveund savemag savedis savetra

ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (as AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Adjustments to stats when owned

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===Prop_HaveAdjuster===
Effect: Adjustments to stats when owned
Targets: Items
Parameters: statistic names followed by a +, -, or = and a value

The above parameters may be followed by an optional mask

Examples: str+2 dex-2 class=thief race=elf allset=aname-3

str+2 ableprofs="spell_fireball(10)" MASK=-Race +Dwarf

Description: So long as the item with this property is owned, the listed effects will be given to the owner. All parameters use the + or - adjuster, except the class, race, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows:

strength dexterity constitution charisma wisdom intelligence

maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)

savepar savefir savecol savewat savegas savemin savegen savejus

saveaci saveele savepoi saveund savemag savedis savetra

ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.


By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same.

Parameters may also include ALLSET="SET_NAME"-"NUMBER" where SET_NAME is a arbitrary un-spaced name of the set to which the item belongs. Only when "NUMBER" items in that set are possessed (or worn for Prop_WearAdjuster) will all of the stats be adjusted according to their parameters.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Adjustments to stats when ridden

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===Prop_RideAdjuster===
Effect: Adjustments to stats when ridden
Targets: Items and Mobs
Parameters: see Prop_HaveAdjuster
Examples: see Prop_HaveAdjuster
Description: Whenever the item or mob having this property is mounted or ridden, the statistics of the rider will be adjusted as described in the parameters. Dismounting will remove the effects. See Prop_HaveAdjuster for more information on the valid parameters for this property.

Adjustments to stats when worn

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===Prop_WearAdjuster===
Effect: Adjustments to stats when worn
Targets: Items (armor and weapons principally)
Parameters: see Prop_HaveAdjuster, and may include optional LAYERED flag
Examples: str+2 dex-2 class=thief race=elf allset=aname-3

str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf

Description: Whenever the item having this property is wielded or worn, the statistics of the owner will be adjusted as described in the parameters. Removing the item will remove the effects. The Layered flag may be used to prevent bonus or penalty stacking due to multiple items worn on the same location. See Prop_HaveAdjuster for more information on the valid parameters for this property.

Adorable

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===Adorable===
Effect: Adorable
Targets: Caster only
Parameters:
Examples:
Description: The character is just so adorable that higher level players and creatures simply won't attack them, and they get a natural charisma boost.

Age

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===Age===
Effect: Age
Targets: Items, Mobs
Parameters: "MILLISECONDS"/+"# MUD HOURS"
Examples: 106222323232

+9999

Description: The ability to age from infancy (an item) to adulthood (a mob).

Alignment Limitations

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===Prop_ReqAlignments===
Effect: Alignment Limitations
Targets: Rooms, Areas, Exits
Parameters: alignment masks listed below
Examples: -all +good
Description: Creates alignment restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include:

nosneak (disallow sneaking past the requirement)

-all (disallow all alignments)

nofol (disallow followers of appropriate alignment)

+evil +good +neutral (create exceptions to -all)

-evil -good -neutral (disallow only listed alignments)

All Room/Exit Limitations

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===Prop_ReqEntry===
Effect: All Room/Exit Limitations
Targets: Rooms, Areas, Exits, Portals
Parameters: (nosneak) (nofollow) (actual) ("message=my message") mask
Examples: -race +elf

nosneak -race +elf "message=Elves Only in there!" nofollow -race +elf

Description: Creates restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include:

nosneak (disallow sneaking past the requirement)

nofol (disallow followers)

actual (discount disguises)

"message= ... " (override the default no-entry message.

See AHELP ZAPPERMASK, where allowed can enter, and disallowed is not.

Allergies

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===Allergies===
Effect: Allergies
Targets: Mobs
Parameters: Resource or Race names
Examples: STRAWBERRIES DWARF
Description: This ability governs allergies.

Allows an item to be bound to player, account, or clan.

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===Prop_ItemBinder===
Effect: Allows an item to be bound to player, account, or clan.
Targets: Items
Parameters: TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE="ZAPMSG"
Examples: TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
Description: Allows an item to be bound when an event occurs to the person, account, or clan that either picks it up or first equips it. Once bound, an item can only be picked up by that same player, account, or clan. The zap message is also configureable.

Ambiance Adder

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===AmbianceAdder===
Effect: Ambiance Adder
Targets: Mobs, Items, Exits, Rooms, Areas
Parameters: "AMBIANCE TEXT"(;"AMBIANCE TEXT"...)
Examples: ^YGLOWING^N;^hshining^n
Description: Allows the builder to add permanent ambiance "flags" to an object.

Ambiances, by default, are designed for adding random text to the room display text of items and mobs, such as "glowing" or other decorations. Ambiances also have a 'flagging' capability, when specific string values are used. These include:

-ALL : hides all natural flag displays

-MOST : hides most natural flag displays

-GOOD, -EVIL, -INVISIBLE, -SNEAKING : hides these flag displays

-HIDDEN, -MAGIC, -METAL, -GLOWING : hides these flag displays

-BUSY, -LAW, -CHAOS : hides these flag displays

-BOUND, -FLYING, -FALLING : hides these flag displays

(?)X:Y : shows X if target heard, Y otherwise

@X : X is an special flag, not to be shown by default

  1. X : X is shown if @x is also an ambiance

Artifact

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===Prop_Artifact===
Effect: Artifact
Targets: Items
Parameters: autodrop="T/F" nomobs="T/F" nolocate="T/F" nocast="T/F"
Examples: nomobs=false
Description: The items with this property will persist in their last known location past reboots, and optionally always drop from players inventories when they quit, be invulnerable to damage, not be possessable by mobs, and not capable of being acted upon with skills or spells. By default, all of the above is true, though that can change by setting one of the following parameters to false:

autodrop - the item drops from player inventories when they quit or shutdown

nomobs - the item may not be picked up by a non-player

nolocate - the item may not be located via Locate Object spell

nocast - the item may not have ANY spells cast upon it

Artisanal Focus

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===ArtisanalFocus===
Effect: Artisanal Focus
Targets: Creatures
Parameters:
Examples:
Description: Artisans can use their choices of skill training and expertises to focus in certain areas, and thereby be known by that skill specialization. This can be like "Farmer", "Rancher", "Smith", "Tailor", "Sculptor", "Prospector", "Chef", "Carpenter", "Architect", or "Artist. This focus notoriety can be toggled by entering ARTFOCUS, but is activated by default.

Astral Spirit

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===Prop_AstralSpirit===
Effect: Astral Spirit
Targets: MOBs
Parameters:
Examples:
Description: This property makes the mob into an incorporeal spirit. It is used to support the "Astral Projection" chant.

Auto purges items put into a container

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===Prop_Trashcan===
Effect: Auto purges items put into a container
Targets: Room, Container Item
Parameters: (DELAY="#TICKS")
Examples: DELAY=4
Description: Causes all items dropped, or placed in the host container to be destroyed and to cease to exist. If a delay parameter is used, the destruction of the items in the can will not occur until that time has passed.

AutoAwards

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===AutoAwards===
Effect: AutoAwards
Targets: Mobs
Parameters:
Examples:
Description: This ability governs properties and affects based on player attributes and date/time changes. See awards.txt for more information.

AutoStack

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===AutoStack===
Effect: AutoStack
Targets: Rooms, Areas
Parameters: (TRIGGERCOUNT="NUM") (GROUPCOUNT="NUM") (CHECKTICKS="NUM")
Examples: triggercount=1000 groupcount=10 checkticks=600
Description: This ability governs the automatic packaging (as stacks) of identical items, whenever the total number of items in a room is larger than TRIGGERCOUNT, and whenever there are at least GROUPCOUNT identical items to package. The checks are made every CHECKTICKS ticks.


As this is a property, it will not operate only sporadically on rooms, but like clockwork on areas.

Bad Reputation

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===BadReputation===
Effect: Bad Reputation
Targets: Creatures
Parameters:
Examples:
Description: Property : Bad Reputation

Affects : Mobs

Parameters : Percentage of faction gain

Example : 45%

Description:

The character is of such a poorly received race that others are much less forgiving of historical events and unlikely to accept them into society. Faction changes happen much more slowly.

Banishment

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===Banishment===
Effect: Banishment
Targets: Mobs
Parameters: "AREA NAME"(;"AREA NAME" .. )
Examples: Midgaard
Description: This mob property makes them unable to enter the area. If the area has child areas they will not be able to enter those either. Even recalling into the area won't work.

Buy a room once, get all adjacent rooms free

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===Prop_LotForSale===
Effect: Buy a room once, get all adjacent rooms free
Targets: Room
Parameters: (RENTAL/GRID/ALLOWTHEFT) "PRICE"
Examples: 1000000

Bob/100000 GRID 1000000

Description: Makes this room and future adjacent rooms available for purchase as a single lot. This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created, allowing the player to expand his or her property. When the property is sold, or falls out of a players possession, the system will automatically retract the created rooms. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. The word GRID followed by a space may preceed the price to make new rooms automatically link to other rooms via demolishable walls. The word ALLOWTHEFT disables robbery law enforcement on the property.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


This property is similar to prop_lotsforsale, except that the players don't have to purchase each room.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

Can't be camped on

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===Prop_Uncampable===
Effect: Can't be camped on
Targets: Items, Rooms, Mobs
Parameters:
Examples:
Description: If this mob, room, or item is otherwise rejuvenating, this property will prevent the rejuvenation from actually occurring if PCs are in the same room as the rejuvenation, but an admin is not present.

Capacity Limitations

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===Prop_ReqCapacity===
Effect: Capacity Limitations
Targets: Areas, Room
Parameters: PEOPLE="MAX" PLAYERS="MAX" MOBS="MAX" ITEMS="MAX" WEIGHT="MAX" INDOOR="T/F"

CONTAINERSOK="T/F" ROOMS="MAX" SIEGEWEAPONS="MAX"

Examples: people=2

players=3 mobs=2 indoor=true weight=2000 items=10

Description: Creates a capacity limit of one or more types for the room or area with this affect. The ITEMS, or WEIGHT parameters may be used to limit the number of items, or maximum weight respectively. The CONTAINERSOK parameter will create an exception for putting items in containers (but not for dropping the containers themselves). The PEOPLE parameter lets you limit the total number of players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the number of players or non-player mobs respectively. The optional INDOOR flag only matters if this property is added to an area; it makes the property only enforce itself on indoor rooms types.


If no parameters at all are given, a PEOPLE capacity of 2 is assumed.


When this property is on an entry room with Prop_LotsForSale or Prop_LotForSale, then this property will be automatically propogated to each new room created. Also, in this case, and the optional parameter ROOMS can be specified to limit the maximum number of contiguous new rooms that can be generated.

Carnivorous

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===Carnivorous===
Effect: Carnivorous
Targets: Mobs
Parameters:
Examples:
Description: Mobs with this effect take no nourishment from foods that aren't meat.

Casting spells on oneself

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===Prop_SpellAdder===
Effect: Casting spells on oneself
Targets: Rooms, Items, MOBs
Parameters: See Prop_HereSpellCast

See Prop_HereSpellCast

Examples: 50%;Spell_Invisible;Prayer_Sanctuary
Description: Casts the spells in the parameters on the next one to enter the same room. as the item, mob, or room with this property.

Casting spells when here

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===Prop_HereSpellCast===
Effect: Casting spells when here
Targets: Rooms
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the room with this property is occupied, the occupants will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when owned

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===Prop_HaveSpellCast===
Effect: Casting spells when owned
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is owned, the owner will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when properly used during combat

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===Prop_FightSpellCast===
Effect: Casting spells when properly used during combat
Targets: Weapon (Item)
Parameters: A percentage, and proper spell names separated by semicolons

Spell names may optionally have parameters in parenthesis Siege weapons: ALLMOBS, ALLITEMS, ONLYMOBS, ONLYITEMS flags The above parameters may be followed by an optional mask

Examples: 50%;Spell_Invisible;Prayer_Sanctuary

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_Portal(Somewhere else);MASK=-RACE +Dwarf

Description: Causes a spell to be cast upon the target being struck during melee combat. This property also supports a % chance of triggering. Siege weapons will also affect a random mob/item on the deck, or all if ALLMOBS/ALLITEMS added, orselectively if ONLYMOBS/ONLYITEMS added.


The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.

The flag NOOWN can be used to skip item ownership checks.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when ridden

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===Prop_RideSpellCast===
Effect: Casting spells when ridden
Targets: Items and MOBS
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is being mounted or ridden, the owner will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.

The flag ONCLOSED can be used to invoke effects only when the container is closed.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when used

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===Prop_UseSpellCast===
Effect: Casting spells when used
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis. The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: When the item with this property is worn or wielded, filled or has something placed in it, the owner will be affected by the listed spells.


The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when used also

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===Prop_UseSpellCast2===
Effect: Casting spells when used
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis. The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: When the item with this property is touched, or in the case of food and drink, eaten or drank, the owner will be affected by the listed spells.


The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Casting spells when worn

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===Prop_WearSpellCast===
Effect: Casting spells when worn
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis. The above parameters may be followed by an optional mask The above parameters may include optional LAYERED flag

Examples: Spell_MageArmor;Spell_Shield

Spell_MageArmor;LAYERED;Spell_Shield 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is being worn, wielded, or smoked, the owner will be under the effect of the listed spells. The layered flag means that, among layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL="NUMBER" can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS="NUMBER" can be used to shorted the length of all spell casts.

The flag TICKS="NUMBER" can be used to shorted the length of all subsequent listed spells.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Causing skill failures

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===Prop_Fumble===
Effect: Causing skill failures
Targets: Items, Areas, Rooms
Parameters: CHANCE="PCT" (ITEM=WORN/HERE/HAVE/PRESENT) (MASK="ZAPPERMASK")

(MSG="(S-NAME) fail(s) to do @x1 to (T-NAME) because @x2.") (PRIVATE=TRUE/FALSE) (AID="ABILITY ID",..) (WEAPON=TRUE/FALSE) (ATYPE="ABILITY TYPE",...) (ADOMAIN="DOMAIN",...) (CAST="ABILITY ID(ARGS)",...)

Examples: chance=50% mask="-race +elf" aid=Spell_Fireball,Spell_Light

chance=50% atype=spell,skill domain=stealthy chance=50% atype=spell cast=Spell_Fireball

Description: Causes a spell or skill to fumble and show a message according to the given chance%. The skills to fumble are identified as belonging to the given ATYPE (if specified) AND either belonging to the ADOMAIN, having an AFLAG, or having its Ability ID in the list of AID. The skill will fumble if the caster matches the given MASK zappermask. The message MSG= may be specified, with special codes @x1 for the skill name, and @x2 for the affected item name. The message can be shown PRIVATE= ly, or to everyone in the room. If the affected is an item, the ITEM= parameter can be used to specify the state that the item must be in to cause the fumble. Lastly, a CAST= argument can be given to cause fumbles to be accompanied by a spell being cast by the item against the skill user.


Prop_Fumble also has another mode of operation. If WEAPON=TRUE, then instead of fumbling skills, it will fumble attacks and cause the attacker to suffer the consequences.

Change a rooms movement requirements

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===Prop_EnlargeRoom===
Effect: Change a rooms movement requirements
Targets: Rooms, Areas
Parameters: number or adjustment of movement points
Examples: 2

+2 -2 /2

  • 2

/2.5

  • 1.5
Description: Change the number of movement points required to cross the room, and range. The +-/* signs may be used to adjust the amounts for a given room, or an absolute value may be given.

Changing properties/attributes

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===Prop_PropSetter===
Effect: Changing properties/attributes
Targets: All
Parameters: TRIGGER="TRIGTYPE" (BUBBLE=TRUE/FALSE) "STAT="VALUE""
Examples: trigger=get bubble=false ammocapacity=10
Description: This property changes the settable fields on the affected object, or an items owner if bubble=true. The change occurs on the trigger, and is undone on an opposing event, if the trigger has one. The supported triggers are: ALWAYS, ENTER, BEING_HIT, WEAR_WIELD, GET, USE, PUT ,MOUNT, DROP_PUTIN, HITTING_WITH. The stats you can discover by using LIST STATS "CLASSNAME".

Now the warnings: Most fields can be temporarily and conditionally adjusted safely using the various Prop_*Adjuster properties. This property makes permanent savable changes, similar to MPGSET in a script. It *might* also be able to safely undo a change, making it seem temporary, but its best to use this as a last resort, and to test it first.

Channel Neutralizing

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===Prop_NoChannel===
Effect: Channel Neutralizing
Targets: Room, Area, MOB
Parameters: Semicolon delimited list of channel names and or flags QUIET; SENDOK
Examples: SENDOK;GOSSIP;CHAT

GOSSIP;QUIET

Description: Without any parameters, this property will cancel all channel message sending from the room, or by the mob/player with the property. You can limit the channels that are blocked by naming them in the parameters, separating them with semicolons. You can also have the property block reception of channel messages using the QUIET flag. Lastly, you can override the no-channel-sending using the SENDOK flag, thereby allowing channel messages to be sent.

Char Stats Adjusted MOB

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===Prop_StatAdjuster===
Effect: Char Stats Adjusted MOB
Targets: MOB
Parameters: (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)

(ADJMAX=TRUE/FALSE)

Examples: CON=1

STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1

Description: This property adjusts a mobs basic stats up or down. Normally, these stats won't go above the mobs max stats. However, if ADJMAX is set to true, the max stat will also be adjusted.

Charm Spell Neutralizing

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===Prop_NoCharm===
Effect: Charm Spell Neutralizing
Targets: MOBS, Room, Area
Parameters:
Examples:
Description: Disallows the casting of charm like affects in the area, or against the target mob.

Clan Equipment

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===Prop_ClanEquipment===
Effect: Clan Equipment
Targets: Items
Parameters: "TYPE" "POWER#" "CLAN NAME" "CLAN TYPE"
Examples: Acid 5 "The Skooters" "Guild"
Description: Base property for clan equipment. Do not use independent of the clan spells.

Class Limitations

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===Prop_ReqClasses===
Effect: Class Limitations
Targets: Rooms, Areas, Exits
Parameters: class masks listed below
Examples: -all +thief
Description: Creates class restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include:

nosneak (disallow sneaking past the requirement)

-all (disallow all classes)

nofol (disallow followers of appropriate class)

+thief +mage +bard (create exceptions to -all)

-thief -mage -bard (disallow only listed classes)

Closing Command

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===Prop_CloseCommand===
Effect: Closing Command
Targets: Containers, Exits
Parameters: "COMMAND WORD" ("PARMS..."/NOCLOSE/MESSAGE="STR";...
Examples: twist knob;tw knob;twi knob;noclose

smack botto*

Description: When applied to an open container or exit, this property will force the affected openable to close and maybe lock when the command phrase is entered by the user in its presence. The command word must match exactly, and the command entered must otherwise be completely invalid. PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOCLOSE keyword to also disable the standard close command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use (S-NAME) for the actor, and (T-NAME) for the item.

Common Twister

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===Prop_CommonTwister===
Effect: Common Twister
Targets: Anything
Parameters: SKILL="*/SKILL" MASK="*/NAME" (NAME="*/NEW") (DISPLAY="*/NEW") (MATERIAL="*/NEW");("REPEAT")
Examples: skill=Foraging mask=berries name="some corn" display="some corn is here" material=corn

skill=* mask=* name="some stuff" display="some stuff";skill=* mask=* name="some other" display="some other"

Description: This property changes the results from the use of common skills. This property requires the SKILL and MASK parameters, and at least one of the other parameters (NAME, DISPLAY, MATERIAL, or SUBTYPE). For each parameter, * may be used to match anything or a random thing.

Contingent Visibility

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===Prop_ClosedSeason===
Effect: Contingent Visibility
Targets: Items, Mobs, Rooms, Exits
Parameters: (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT

DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE THUNDERSTORM/BLIZZARD/WINDY DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY) (MASK="ZAPPERMASK")

Examples: DAY

WINTER BLIZZARD MASK=-RACE +ELF

Description: Affects the thing with this property depending on the weather, or time of the year. By default, this property does not activate. You must specify one or more times, seasons, or conditions under which the object will no longer be visible.

Copyright

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===Copyright===
Effect: Copyright
Targets: Items
Parameters: ("NAME OF COPYRIGHT")
Examples: Bob
Description: When placed on an item, it prevents it from being transcribed, copied by the duplicate spell, renamed or titled by the BookNaming or Titling skills, or edited by the BookEdit skill.

Darkening Property

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===Prop_RoomDark===
Effect: Darkening Property
Targets: Areas, Room
Parameters: (HOURS="NUM","NUM",...)
Examples: HOURS=1,4,0
Description: Makes a room dark, so that you need a light to see it. You can specify the hours of the day in which the room is made dark using the optional HOURS argument.

Day/Night Visibility

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===Prop_ClosedDayNight===
Effect: Day/Night Visibility
Targets: Items, Mobs, Rooms, Exits
Parameters: (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)

(WARNMSGx="msg") (SHOPMSG="msg") (MASK=)

Examples: DAY

SLEEP HOURS=5-10 "Home=My Area#123" SLEEP LOCKUP MASK=-RACE +ELF "Home=Bob's House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"

Description: Affects the thing with this property depending on the time of day. By default, this property activates at night. If the DAY paramater is included, it will activate by day instead. The effect of the property is that rooms will go dark, exits will close, and items will become unseeable. Mobs will become unseeable by default, though if the sit or sleep flags are set, they will do that instead. LOCKUP will cause the mob to lock up his starting room, if any doors with locks are found. If a Home Room is specified with the HOME= parameter, the mob will track to that room at closing time, then back to their start room the next day. For shopkeepers, you can specify a SHOPMSG for them to say whenever someone tries to interact with them as a shopkeeper during closed hours. You can also specify a particular greeting message at a particular hour of the day with WARNMSG, such as WARNMSG0 for the 0th hour of the day, etc..

Different Room Can Watch

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===Prop_RoomWatch===
Effect: Different Room Can Watch
Targets: Rooms
Parameters: Room IDs of the rooms that may watch here or var defs ; delimited
Examples: Midgaard#3001;Midgaard#3002;Midgaard#3012
  1. 3001;prefix=Throw the window you see ;#3012
Description: Allows players in one of the listed rooms to see everything going on in the host room as if they were there. They will be unable to interact with the things they see (LOOKing at, or similar), but can at least witness them. The parameters are the list of rooms, though you can also use prefix=message to define a string to show before the remote messages, and can use the shorter #(num) syntax if both rooms/objects are in the same area.

Different Room View

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===Prop_RoomView===
Effect: Different Room View
Targets: Exits, Rooms, Items
Parameters: ((LONGLOOK) (ATTACK);)"Room ID to show, or direction"
Examples: Midgaard#3001

LONGLOOK;south

Description: Allows players looking at the room or exit to actually SEE the room description specified in the parameter. Useful for high-up views of the countryside. The LONGLOOK parameter makes it so the room is seen only on Examine/Longlook. ATTACK makes it so a single ranges attack can target someone in the room (but, not visa-versa). The Room ID "OUT" can be used to allow boardable items, such as castles, ships, etc, to view the room in which their item object is in.

Doppleganger

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===Prop_Doppleganger===
Effect: Doppleganger
Targets: Mobs, Items, Rooms, Areas
Parameters: nothing, or a level change + or -, a level %, or args:

MIN="NUM" MAX="NUM" LEVELADD="NUM" LEVELPCT="PCT%" PLAYERSONLY=true/false PLAYERSNFOLS=true/false ASMATERIAL="RESOURCE" DIFFADD="NUM" DIFFPCT="PCT%" LEVELCODE=0/1/-1 DIFFGRP="true/false" SAVEPCT="PCT%"

Examples: 10

150% MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false MAX=20 MIN=5 ASMATERIAL=IRON

Description: When this property is on a mob, it makes the mob the same level as those in the room with it, or as those who are fighting it. The mob will only change, however, if the mob is at full hit points, to prevent mobs from being "softened up". By default the level is the average of qualifying room mobs, but can be the lowest level if LEVELCODE=-1, or the highest level if LEVELCODE=1. When the property is on armor or a weapon, it will adjust the strength and level of the item appropriate to its owner.


A parameter may be given to always adjust the level of the item up or down from normal, be multiplied by the level as a percentage, or a number of parameter variables like: MIN to set a minimum level, MAX to set a maximum level, LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage by the level, PLAYERSONLY to limit the level calculating mobs to players only, PLAYERSNFOLS to limit the level calculating mob to players or their followers only, and ASMATERIAL to change the material of the item only for stat calculation purposes. The difficulty of the mob relative to the level change can also be affected using DIFFADD and DIFFPCT. These will change the difficulty of the mob relative to their level. Saving throw bonus per level can also be applied by setting SAVEPCT=0-100. These difficulties can be multiplied by the number of threats by setting DIFFGRP to true, which also will include group members not present in the math.

Dusty

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===Dusty===
Effect: Dusty
Targets: Items Rooms
Parameters:
Examples:
Description:

Emoting when used

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===Prop_UseEmoter===
Effect: Emoting when used
Targets: Item
Parameters: Flags, pct chance, emote strings, ';' separated.
Examples: chance=25;wiggles his bottom.;smiles evilly.;burps!

smell chance=25 ;smells horrible!;is really stinky! chance=100 inroom="Here#1,Here#2";looks horrible!;is bad! broadcast sound chance=25;grumbles!;eeeks! chance=25;sound grumbles!;visual leers broadly.;social smile

Description: This property defines a serious of emotes, one of which is triggered when an item is used, such as armor worn, weapon wielded, container filled, drinkable filled. All emote strings are separated by the semicolons shown above. The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask="..." zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private).

You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes the type of emote for the rest of the string. The last example shows how to enter a mixed emote.

If an emote begins with MASK= then the remaining is a zappermask for the mob who is causing the emote.

Emoting when used also

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===Prop_UseEmoter2===
Effect: Emoting when used
Targets: Item
Parameters: Flags, pct chance, emote strings, ';' separated.
Examples: See Prop_UseEmoter
Description: This property defines a serious of emotes, one of which is triggered when an item is used, such as item gotten, food ate or drank, or liquid poured. All emote strings are separated by the semicolons shown above. The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask="..." zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private).

You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes the type of emote for the rest of the string. The last example shows how to enter a mixed emote.

Extra Data

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===ExtraData===
Effect: Extra Data
Targets: Items Creatures Exits Rooms
Parameters:
Examples:
Description:

Find Familiar Property

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===Prop_Familiar===
Effect: Find Familiar Property
Targets: MOB
Parameters: The familiar code number or name
Examples: rat
Description: This property is a special MOB property created for the find familiar spell. It handles all the special benefits of the familiar type, along with the benefits to the owner. It will also destroy the familiar when no longer following the owner.

Forces language speaking

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===Prop_LanguageSpeaker===
Effect: Forces language speaking
Targets: Mobs, Items, Rooms, Exits, Areas
Parameters: LANGUAGE="LANGUAGE" (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
Examples:
Description: Parms(Cont): (PLAYERS=TRUE/FALSE) (; "ZAPPER MASK")

Example : LANGUAGE=Dwarven

Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB

Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB

Description:

This is property forces the mobs who become affected by this property to speak the designated language until something else stops them. On a mob, the affected mob will speak the language. On a room, those who enter or are born in a room may be speak the language. On an area, those who enter or are born in a room may speak the language. On an exits, those who enter the exit may speak the language. On an item, those who pick up the item may start speaking the language, while putting it down will stop them.


The parameters affect who will start speaking the language. By default, any non-player mob will become affected. HOMEONLY will force only those whose starting room is in the area to speak. NOMOBS will eliminate all non-players from consideration. PLAYERS will allow players to be affected. An optional zapper mask may follow a semicolon to add additional masks. +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)

+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)

-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)

-CHANCE 50 (disallow the given % of the time)

-JAVACLASS "+GENMOB +.Drink" etc.. (disallow only objects of +java class)

+JAVACLASS "-GENITEM -.Drink" etc.. (Do not disallow objs of -classes)

-CLASS +thief +mage +ranger (disallow all but excepted char classes)

+CLASS -thief -mage -ranger (disallow only listed classes)

-BASECLASS +thief +mage (disallow all but excepted base char classes)

+BASECLASS -thief -mage -bard (disallow only listed base char classes)

-RACE +elf +dwarf (disallow all but excepted races)

+RACE -elf -dwarf -human -gnome (disallow only listed races)

-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)

+RACECAT -elf -humanoid (disallow only listed racial categories)

-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)

+ALIGNMENT -evil -good -neutral (disallow only listed alignments)

-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)

+GENDER -male -female -neuter (disallow only listed genders)

-FACTION (disallow all faction and values, even a lack of faction)

-FACTION +myfactionrange +faction.rangecode (create exceptions)

+FACTION -rangecode -faction.rangecode (disallow only faction range code)

-NAMES +bob "+my name" (disallow all except those with given names)

+NAMES -bob "-my name" (disallow only those with one of the given names)

-SUBNAMES +*ending +*inside* (disallow all except those with partial name)

+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)

-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)

+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)

-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)

+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)

-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)

+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)

-LEVEL +=1 +)5 +)=7 +(13 +(=20 (disallow all but those player level ranges)

-=1 -)5 -)=7 -(13 -(=20 (disallow only listed levels range)

-CLASSLEVEL +=1 +)5 +(=20 (disallow all except those with current class lvl)

-MAXCLASSLEVEL +=1 +(13 (disallow only those with highest class level range)

+ANYCLASS -thief -mage (disallow only those with a listed multi-class)

-ANYCLASSLEVEL +thief +)5 +mage +(10 (disallow all except multi-class lvl)

+ANYCLASSLEVEL -thief -)5 -mage -(10 (disallow only these multi-class lvls)

-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)

+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)

-MOOD +grumpy +normal (disallow all except those with given moods)

+MOOD -grumpy -normal (disallow only those with subtracted moods)

-CLAN "+The Boyz" +Monkeys (disallow all except those in listed clan(s))

+CLAN "-The Boyz(CHIEF)" (disallow only those in a listed clan w/role/func)

-CLANLEVEL +clanname +)5 +* +(10 (disallow all except member clan level)

+CLANLEVEL -1 -)5 -clanname -(10 (disallow only these member clan levels)

-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)

+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)

-ANYCLASS +thief +ranger (disallow all except those with a multi-class)

-STR X (disallow those with strength greater than X)

+STR X (disallow those with strength less than X)

-INT, -WIS, -CON, -CHA, -DEX,+INT, +WIS, +CON, +CHA, +DEX (See -STR/+STR)

+-ADJSTR...ADJCON (Same as +STR/-STR, but uses current values)

-GROUPSIZE X (disallow those in groups larger than X)

+GROUPSIZE X (disallow those in groups smaller than X)

-AREA +thatarea "+my areaname" (disallow all except those in listed area)

+AREA -thatarea "-my areaname" (disallow only those in listed area)

-PARENTAREA +PARENTAREA (As +-AREA but checks parents)

-HOME "+area name" (disallow all except those from listed home/beacon area)

+HOME "-my areaname" (disallow only those from listed home/beacon area)

-ISHOME/+ISHOME (disallow all npcs not in/unless in their home/beacon areas)

-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)

+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)

-ITEM "+item name" etc... (disallow only without an item name)

+ITEM "-item name" etc... (disallow when having an item name)

-WORN "+item name" etc... (disallow when not wearing item name)

-WORN "+item name" etc... (disallow when not wearing item name)

-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)

+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)

-RESOURCES "+OAK" etc.. (disallow only items of added resources)

+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)

-IF (CONDITION) (disallow, unless they meet Scriptable conditions)

+IF (CONDITION) (never disallow anyone who meets Scriptable cond)

-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)

+IFSTAT -STAT=VALUE -STAT=VALUE (disallow those with a stat value)

+OR/-OR to separate conditions. -OR negates the following condition(s)

-VALUE X (disallow those with value or money less than X)

+VALUE X (disallow those with value or money greater than X)

-WEIGHT X (disallow those weighing less than X)

+WEIGHT X (disallow those weighing more than X)

-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)

+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)

+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks

-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)

+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)

-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)

+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)

-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)

+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)

-ABILITY X (disallow those with magical ability less than X)

+ABILITY X (disallow those with magical ability greater than X)

-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)

+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)

/+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y")

-SEASON +FALL (disallow those only when season is FALL)

+SEASON -SPRING (disallow those whenever the season is SPRING)

-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)

+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)

-QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)

+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)

-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)

+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)

-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)

+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)

-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)

+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)

-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)

+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

-RIDE +RIDE zappermask (Apply remainder of criteria to ridden)

-FOLLOW +FOLLOW zappermask (Apply remainder of criteria to followed)

Gait

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===Gait===
Effect: Gait
Targets: Mobs
Parameters: ARRIVE="STR" LEAVE="STR" STATE="STR"
Examples: ARRIVE="arrives" leave="leaves" state="walking"
Description: This ability changes how mobs appear to be moving from room to room.

Gives a Quest

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===Prop_QuestGiver===
Effect: Gives a Quest
Targets: Areas, Exits, Items, Mobs, Rooms
Parameters: QUEST=""NAME"/GENERATE:("ARGS")" (MESSAGE=""ANNOUNCEMENT"")

(DETAILS="TRUE/FALSE") (OPTIONAL="TRUE/FALSE") (TRIGGER="GET/ENTER/LEAVE/PUTIN/DEATH/SPEAK/WEAR/WIELD/READ")

Examples: quest="save_the_day" message="You found a quest item" trigger=GET
Description: Makes the item, room, whatever capable of offering a quest to the player who triggers it. The trigger has a default for each object type, but you can set it explicitly with the TRIGGER argument. The quest can be made non-optional with the OPTIONAL argument. The MESSAGE is shown before the quest is offered. The quest details will be as well, unless the DETAILS argument is set to false. The quest itself can be specified by name, or you can have one generated by the RandomQuests behavior by putting GENERATE: followed by optional quest parameters.

Good training MOB

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===Prop_StatTrainer===
Effect: Good training MOB
Targets: MOB
Parameters: (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)

(BASEVALUE=#) (NOTEACH)

Examples: BASEVALUE=10 CON=10

STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH

Description: This property changes a mobs basic 6 stats. With no parameter, it will set all stats to 25 (or the base value), making the mob a suitable trainer. Other parameters may be entered in order to set the stats of the mob to the specified values. Any values not given will default to 25 (or the base value). If you do not want the mob to also be a trainer, you may include the NOTEACH flag. Use BASEVALUE to change the base value from 25 to something else. A BASEVALUE of -1 will prevent any alteration of that stat.

Granting skills on arrival

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===Prop_HereEnabler===
Effect: Granting skills on arrival
Targets: Rooms, Areas
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: Whenever someone enters the room or area, they will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. When they leave, they lose the spells/skills.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Granting skills when owned

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===Prop_HaveEnabler===
Effect: Granting skills when owned
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is owned, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Granting skills when ridden

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===Prop_RideEnabler===
Effect: Granting skills when ridden
Targets: Items and MOBS
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis The above parameters may be followed by an optional mask

Examples: Spell_MageArmor;Spell_Shield

90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is being mounted or ridden, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Granting skills when worn/wielded

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===Prop_WearEnabler===
Effect: Granting skills when worn/wielded
Targets: Items
Parameters: a list of properly named spells separated by semicolons

Spell names may optionally have parameters in parenthesis. The above parameters may be followed by an optional mask The above parameters may include optional LAYERED flag

Examples: Spell_MageArmor;Spell_Shield

Spell_MageArmor;LAYERED;Spell_Shield 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf

Description: So long as the item with this property is worn, wielded, or held, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. The layered flag means that, among layers of armor, only the top layer will grant its effect.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Group/Ordering Neutralizing

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===Prop_NoOrdering===
Effect: Group/Ordering Neutralizing
Targets: MOBs, Room, Area
Parameters:
Examples:
Description: Disallows ordering by non-admins in the area, or against the target mob.

Has slots for enhancement items

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===Prop_ItemSlot===
Effect: Has slots for enhancement items
Targets: ITEM
Parameters: (NUM="SLOTS COUNT") (TYPE="STRING") (LEVEL=NONE/HIGH/ADD)

(REMOVABLE="TRUE/FALSE") ; "XML"

Examples: NUM=4 TYPE=Gems REMOVABLE=TRUE
Description: When placed on an item, that item will have available slots into which other items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT command. When this is done, the item with this property will gain the effect benefits of the other item in addition to its own.


The NUM parameter determines how many slots are available. The TYPE parameter must match the TYPE parameter from the Prop_ItemSlotFiller of the item being PUT. The REMOVABLE property sets whether the items in the slots may be removed. The LEVEL argument affects how slot fillers affect the item level: none, equal to the highest, or added together. See also Prop_ItemSlotFiller.

Height Restrictions

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===Prop_ReqHeight===
Effect: Height Restrictions
Targets: Areas, Room, Exit
Parameters: a maximum height to enter
Examples: 12
Description: Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.

Improve Gathering Skills

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===Prop_ImproveGather===
Effect: Improve Gathering Skills
Targets: Items,Rooms,Mobs,Areas
Parameters: AMT="MULTIPLIER" MASK="ZAPPERMASK" SKILLS=ALL/"SKILLID LIST"
Examples: amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
Description: Alls the mob, item, or location to bestow the ability to multiply the yield from certain gathering skills. SKILLS can be either a list of Ability IDs, or the word "ALL" to apply to all gathering skills. A MASK would always apply to the person doing the skill, and the AMT is the integer number to multiply the yield by (or 0 to make it go away altogether!).


See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not.

Injury

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===Injury===
Effect: Injury
Targets: Mobs
Parameters: "BODY PART CODE":"PART NAME":"DAMAGE AMT";(...)
Examples: 1:left finger:23
Description: This mob property denotes damage to a particular body part, which is a prelude to amputation.

Item Transporter

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===Prop_ItemTransporter===
Effect: Item Transporter
Targets: Rooms, MOBs, Items (Containers)
Parameters: The transporter KEY
Examples: KEYX123
Description: Any room, items, or mob with this property becomes a medium for transportation to another mob, room, or item with the Prop_ItemTransReceiver property with the same key. Any items dropped in the room, picked up or give to the mob, or placed inside the containers with this property will be instantly transported to another room/item/mob with the Prop_ItemTransReceiver property which has the exact same KEY parameter. If there is more than one Prop_ItemTransReceiver found with the proper key, the destination will go randomly to one of the choices.

Item Transporter Receiver

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===Prop_ItemTransReceiver===
Effect: Item Transporter Receiver
Targets: Rooms, MOBs, Items (Containers)
Parameters: The transporter KEY
Examples: KEYX123
Description: See Prop_ItemTransporter above.

Language Translator

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===Prop_LangTranslator===
Effect: Language Translator
Targets: Mobs, Items, Rooms
Parameters: (NOTRANSLATE) ("PERCENT") ('WORDS) ("LANGUAGE ID") ...

(#"PLAYERNAME")

Examples: 100% Dwarven 50% Elvish

Dwarven Elvish NOTRANSLATE 75% 'smile 'beer Dwarven #BOB

Description: This is property has two distinct but related purposes. The original is to allow the mob or item to translate any words spoken in the room in a language other than Common, into Common. The mob or item will SAY the translation out loud. The percentage chance given, which defaults to 100%, will be the chance that the mob or item will translate any given sentence.


The other function of this property is activated when NOTRANSLATE is one of the parameters. In this case, this property on a mob will allow that mob to understand languages they otherwise would not. In fact, understanding can be limited to specific words by prefixing a language id with one or more 'words. This mode can also support passing commands through to mobs by including the names of trusted players using the # syntax, or a wildcard name of #*.

Leave the specified area, or room

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===Prop_LocationBound===
Effect: Leave the specified area, or room
Targets: Items, Mobs
Parameters: AREA/ROOM/"AREA NAME"/"ROOM ID"

(;ABSOLUTE) (;PLAYEROK) (;TIMEOUT="SEC")

Examples: AREA

ROOM ;PLAYEROK ;TIMEOUT=44 My Happy Area ;PLAYEROK My Area#12321

Description: This property will ensure that the affected mob or item is unable to leave or be taken away from its home location, which is determined by the parameters. Use ROOM or AREA to prevent it from leaving whatever its current room or area is. Using a specific area name or room id is more helpful, however, as it will not only prevent movement away from the given area or room, but will whisk the mob or item BACK to its home if it is ever able to be removed for some reason ANYWAY. If the PLAYEROK argument is given, then the item can be moved anywhere so long as a player is holding, riding, or being followed by the bound thing. If the TIMEOUT argument is given, then the item can be moved outside its bound only until the timer expires. If the ABSOLUTE argument is given, then the AREA and ROOM argument are no longer relative, but absolute to the starting room of the bound item, as if the room number or area name had been specified.

Level Limitations

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===Prop_ReqLevels===
Effect: Level Limitations
Targets: Room, Areas, Exits
Parameters: ==, (=, )=, ), or ( followed by a level number ("PARMS")
Examples: <=10 >=5
Description: Creates level restrictions for entering a room. Followers will be allowed unless the NOFOL parameter appears. The parameter should describe only the allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added to the parameter to disallow sneaking past your criteria. The parm MESSAGE="message" may be added to change the error message seen. The term "SYSOP" will require admin privileges. The "ALL" flag, for some reason, just lets everyone in.

Lighting Property

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===Prop_RoomLit===
Effect: Lighting Property
Targets: Areas, Room
Parameters: (HOURS="NUM","NUM",...)
Examples: HOURS=1,4,0
Description: Makes a room lit, even at night. You can specify the hours of the day in which the room is made lit using the optional HOURS argument.

Limited Content Types

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===Prop_LimitedContents===
Effect: Limited Content Types
Targets: Items, Rooms, Areas
Parameters: "MAX NUM" ("MASK") (; "..." / MSG=""MESSAGE"" ACTUAL="T/F")
Examples: 3 -javaclass +genweapon

3;msg="Can't do it!"

Description: This property will ensure that no more than the given number of items that match the given mask may be either put into the container, or dropped in a room. Multiple masks may be specified. The first mask that the item matches will be applied. Matching NONE of the masks means no limit of those items.

Limited Equips Item

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===Prop_LimitedEquip===
Effect: Limited Equips Item
Targets: Items
Parameters: "MAX EQUIPPED"(;ID=""IDENTIFIER"" MESSAGE=""MESSAGE"")
Examples: 3

3;id="my unique id" message="Can't do it!"

Description: This property will ensure that no more than the given number of items with the same name (or ID) as the ones with this property can be equipped by someone at the same time.

Limited Item

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===Prop_LimitedItems===
Effect: Limited Item
Targets: Items
Parameters: "MAX ITEMS"(;ID=""IDENTIFIER"")
Examples: 3
Description: This property will ensure that no more than the given number of items with the same name (or ID) as the ones with this property will exist, either in the inventory of players, or in rooms. It works by removing the excess items from the map when someone first enters a room with one of the excess items. For this reason, limited items are automatically marked as non-locatable to block them from spells like Locate Object.


This property will cause all player records to be loaded into memory at the end of the normal boot cycle, which will increase boot time and may cause a delay for the first person logging in.

Local Social creating property

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===Prop_Socials===
Effect: Local Social creating property
Targets: Areas, Room, Item, Mobs, Exits
Parameters: NAME="SOCIAL NAME" SRCCODE="CODE" TGTCODE="CODE" YOUSEE=""MSG""

(TARGET=""TARGET CODE"") (OTHSEE=""MSG"") (TGTSEE=""MSG"") (NOTARGSEE=""MSG"") (MSPFILE="FILENAME") (;"MORE SOCIALS"...) MASK=""ZAPPER MASK"" ; ... WORNONLY=TRUE/FALSE ; ... LOAD=""SOCIALS INI FILE PATH"" ; ...

Examples: name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...

load="specialSocials.txt"

Description: Creates and defines socials that apply to players in the affected area, room, or near the affected exit, or possessing the affected item.


The parameters may be a LOAD command for a resource file containing a standard socials definition list (see your resources/socials.txt file). These files have a single social definition per line, where each part is separated by a tab character.


The parameters may also contain a MASK= definition for a zapper mask that will determine whether the given invoker player or mob can use the social. See help on ZAPPERMASK for more information on how to use masks. A WORNONLY variable can be set to TRUE or FALSE to determine whether an item with this property must be worn in order for the social to be usable.


The parameters may also be a semicolon (;) separated list of social definitions using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE, TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons to define as many socials as are needed.


The allowed variables and valid values are as follows:

NAME = the keyword/name of the social -- the command

SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement

TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual

TARGET = target: (T-NAME) SELF ALL (I-NAME) (V-NAME) (E-NAME) "ITEM"

YOUSEE = What the command invoker sees ((S-NAME)) sees.

OTHSEE = What others see the invoker do

TGTSEE = What the target (if any) sees

NOTARGSEE = What the invoker sees when the target is not present

MSPFILE = name of msp sound file in your sounds directory

Loyalty

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===Loyalty===
Effect: Loyalty
Targets: Mobs
Parameters: NAME="PLAYER" TELEPORT="TRUE/FALSE"
Examples: NAME=Bob TELEPORT=false
Description: This mob property makes a mob keep an eye out for a particular player and Follow them when they encounter them. If TELEPORT=true, they will also attempt to teleport to the player before following them.

Magic Neutralizing

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===Prop_MagicFreedom===
Effect: Magic Neutralizing
Targets: Room
Parameters:
Examples:
Description: Cancels all magical effects in the room. If placed on a mob, will cancel magical effects in the same room as the mob.

Milkable

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===Milkable===
Effect: Milkable
Targets: Mobs
Parameters: (DRINK="TRUE/FALSE") (ON="TRUE/FALSE")

(PERDAY="AMT") (TYPE="RESOURCE")

Examples: drink=true on=true perday=10000 type=milk
Description: This ability governs the ability for an ordinary non-GenCow mob, to be milked. The MILK command becomes available as well, which you can learn about with HELP MILK.


The DRINK argument determines whether the DRINK and FILL commands work with this mob, or whether ONLY the MILK command will work with it.


The ON argument determines whether the mob, by default, is cooperative. By default, they are not, unless they are at home on private property that is managed by the milker, or are bound.


The PERDAY argument is the amount of milk, per day, that the creature generates.


The TYPE argument can be given to change the default liquid type produced, which is, of course, MILK.

Modifying Experience Gained

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===Prop_ModExperience===
Effect: Modifying Experience Gained
Targets: MOBs, Items, Rooms, Areas
Parameters: (=,+,-,*,/)"NUM"(%)(SELF)(RIDEOK)(TARGET)(;"MASK")(;;"TYPE")

("Comma-delimited, bracket""-surrounded groups of above")

Examples: 500

500;-race +orc =10% +20% SELF RIDEOK [+20% SELF RIDEOK;-race +horse],[=10%;-race +elf] +20%;-class +Fighter +Mage -Race +Elf

  • 2
Description: Allows the archon to modify the amount of experience gained by each player for slaying the mob. If placed on a mob, the experience will be granted according to the parm, so long as the player meets the mask, and xp meets the type parameters (both optional). The property will apply to the mob with this property him or herself only if the word SELF is included in the first parameters. The property will apply to riders of mobs with this property, unless RIDEOK is included in the first parameters. This property will only apply to targeted xp (like combat) with the TARGET parameter. Other arguments include: NEGATIVE to apply only to lost experience, or POSINEGA to apply to positive and negative experience. POSITIVE experience only is the default. If placed on an item, the xp mod will be applied to the wearer (or wielder or holder) . If placed on a Room or Area, the experience mods will be apply to those inside. If no mask or xp type is given, the experience is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not modified. Valid xp types include things like: "ABILITY:"ability id"", "COMBAT:*", "SCRIPT:"quest name"", "CLASS:"class name"", "ACHIEVE:*", "COMMAND:"command id"", "LIEGE:"name"", "MISC:*", etc. The type can be matched using * or ? characters. Multiple independent XP changes may be specified by grouping all arguments in "", and separating multiple groupings with commas.

Modifying Faction Gained

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===Prop_ModFaction===
Effect: Modifying Faction Gained
Targets: MOBs, Items, Rooms, Areas
Parameters: (+/-"FACTION ID":)(=,+,-,*,/)"NUMBER"(%)(;"MASK")
Examples: alignment.ini: 500

alignment.ini: 500;-race +orc =10% examples/reputation.ini: +20% +20%;-class +Fighter +Mage -Race +Elf +alignment.ini:*2

Description: Allows the archon to modify the amount of faction gained or lost by each player for slaying the mob. If placed on a mob, the faction will be granted according to the parm, so long as the player meets the mask parameters (optional) and so long as the faction being changed is the one specified in the parameters (also optional). The faction id is left empty to specify affecting all factions. The faction id can be preceeded by a + to only affect faction gains, - to only affect faction losses, or neither to affect both. You can also use REACTION as a faction ID to only apply to factions that have reactions defined. If this property placed on an item, the faction will be altered for the wearer (or wielder or holder), so long as the mob killed meets the mask (optional). If placed on a Room or Area, the faction will be changed for one who meets the (optional) mask requirements. If no faction id is given, all factions are changed. If no mask is given, the faction is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not.

Monster Limitations

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===Prop_ReqNoMOB===
Effect: Monster Limitations
Targets: Room, Areas, Exit
Parameters: optional nosneak parameter
Examples: nosneak
Description: Prevents non-player mobs without followers from entering the room. The term "NOSNEAK" may be added to the parameters to disallow sneaking past your criteria.

Mood

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===Mood===
Effect: Mood
Targets: Mobs
Parameters: "name of the mood"
Examples: PROUD

HAPPY

Description: This ability governs player and mob moods. It can be added like a property to mobs.

Moving restrictor

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===Prop_MoveRestrictor===
Effect: Moving restrictor
Targets: MOBs, Rideables
Parameters: (CHANCE="NUMBER 0-100")

(NOLOCALES=""LOCALE",...") (ONLYLOCALES=""LOCALE",...") (NODOMAINS=""DOMAIN",...") (ONLYDOMAINS=""DOMAIN",...") (SEARCH=""STR"") (ISEARCH=""STR"") (MSEARCH=""STR"") (MESSAGE="(S-NAME) "PREDICATE"") (PUBLIC=TRUE/FALSE) (DISMOUNT="TRUE/FALSE") (CAST=""ABILITY ID";...")

Examples: nolocales="WOODS,SWAMP" message="<S-NAME> will not enter!" public=true
Description: According to the given percentage CHANCE (default 100%), this property restricts the ability of a mob or rideable to enter rooms of a particular spec. NODOMAINS can list the types of rooms that cannot be entered, whereas ONLYDOMAINS lists the types of rooms that can be entered, restricting all others. Both are comma-delmited lists. Indoor DOMAINS include: STONE, WOODEN, CAVE, MAGIC, and METAL. Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT.


NOLOCALES can list the types of rooms that cannot be entered, whereas ONLYLOCALES lists the types of rooms that can be entered, restricting all others. Both are comma-delmited lists. See LIST LOCALES for a list of valid room locale ids.


The SEARCH string allows room restricting based on a key phrase in the potential room title or description. MSEARCH restricts based on mobs in the potential room, and ISEARCH based on items in the potential room.


The MESSAGE parameter allows you to set the string that the person trying to move into the room sees when it is restricted. Use (S-NAME) as a substitute for the persons name. The PUBLIC parameter decides whether everyone sees the message (true), or only the person trying to move (false).


The DISMOUNT will automatically dismount any riders on the affected.


The CAST parameter allows you to cause a spell to be cast upon all the properties mover, or upon all the riders, when they try to enter a room that is restricted.

Multi Effects

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===Prop_MultiEffects===
Effect: Multi Effects
Targets: MOBs, Items, Exits, Rooms
Parameters: "AbilityID" "AbilityID("args") ...
Examples: Prop_WearAdjuster(INT+2),Prop_WearAdjuster(STR-2 MASK=-RACE +ELF)
Description: Allows an object to have the same effect multiple times by embedding each version of the effect into this property. The list of effects is space (or comma) delimited, and can optionally have arguments in parenthesis. Make sure parenthesis in parameters match!


Note: the parameters are write-only. When looked at later, the parameters are turned into an XML doc to protect the integrity of other properties that also transform their data.

NewDeathMsg

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===Prop_NewDeathMsg===
Effect: NewDeathMsg
Targets: MOB
Parameters: the new death string
Examples:
Description: Makes the mob with this property emote a different death string than the normal one.

No Damage

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===Prop_NoDamage===
Effect: No Damage
Targets: Mobs, Weapons
Parameters:
Examples:
Description: Makes a weapon or mob incapable of doing any real damage.

No Player Killing

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===Prop_NoPKill===
Effect: No Player Killing
Targets: Room, Area
Parameters:
Examples:
Description: Cancels all player killing in the room or area.

Not Learnable for Crafting

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===Prop_NoCraftability===
Effect: Not Learnable for Crafting
Targets: ITEMS
Parameters: ("ZAPPERMASK")
Examples: -RACE +Elf
Description: Disallows the item with this property from being learned as a recipe for crafting, even if otherwise qualified. If placed on a GenRecipe, it prevents the recipe from being listed in crafting. An optional ZapperMask can narrow the effect only to those who do not pass the mask.

Opening Command

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===Prop_OpenCommand===
Effect: Opening Command
Targets: Containers, Exits
Parameters: "COMMAND WORD" ("PARMS..."/NOOPEN/MESSAGE="STR";...
Examples: twist knob;NOOPEN;MESSAGE="Doorknob!!";tw knob;twi knob

smack botto*

Description: When applied to a locked container or exit, this property will force the affected openable to unlock and open when the command phrase is entered by the user in its presence. The command word must match exactly, and the command entered must otherwise be completely invalid. PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOOPEN arg to also disable the standard open command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use (S-NAME) for the actor, and (T-NAME) for the item.

Opening Password

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===Prop_OpenPassword===
Effect: Opening Password
Targets: Containers, Exits
Parameters: "PASSWORD"/"LANGUAGEID";"PASSWORD"(;"MESSAGE")
Examples: open sesame

Orcish;open sesame

open sesame;<T-NAME> opens!
Description: When applied to a locked container or exit, this property will force the affected openable to unlock and open when the magic word specified in the parameter is spoken in its presence. A language and a semicolon may be optionally given to require that a particular language is being spoken. If a language (or blank) is specified, then an open message may also be specified.

Persistent Hiddenness

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===Prop_Hidden===
Effect: Persistent Hiddenness
Targets: MOB, ROOM, ITEM, EXIT, ETC
Parameters: (UNLOCATABLE) (BUBBLES)
Examples: unlocatable
Description: An alternative to setting something permanently hidden, this will keep a hidden until the mob performs some act which would normally un-hide the mob. After that, a period of time must elapse before the property reengages and makes a mob hidden again. All other object types just stay hidden


Optional flags include:

Unlocatable - makes the item unlocatable by spells, or an area by the WHERE command.

Bubbles - makes the hidden property not only apply to the object, but to an owner.

Persistent Invisibility

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===Prop_Invisibility===
Effect: Persistent Invisibility
Targets: MOB
Parameters:
Examples:
Description: An alternative to setting a mob permanently invisible, this will keep the MOB invisible until the mob performs some act which would normally dispel the invisibility. After that, a period of time must elapse before the property reengages and makes the mob invisible again.

Phobias

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===Phobias===
Effect: Phobias
Targets: Caster only
Parameters:
Examples:
Description:

Physical Property

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===Prop_PrivateProperty===
Effect: Physical Property
Targets: Items
Parameters: OWNER=""NAME"" (PRICE="price") (EXPIRESEC="SECONDS")
Examples: owner="bob" expiresec=60
Description: Marks the item as belonging to a particular person or clan. Items so marked can only be sold by that person, an associate, or clan member. PRICE does nothing. EXPIRESEC can be set to make this property temporary, so that an item dropped becomes "unowned" once the owner is gone for the number of seconds given.

Player Death Neutralizing

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===Prop_SparringRoom===
Effect: Player Death Neutralizing
Targets: Areas, Room
Parameters: (ROOMID)
Examples: SparringArea#123
Description: Creates a room or area where death is of little consequence. Players (not mobs) who die in this area will lose neither equipment, nor experience, but will be brought back to their Start room (not their death room), or to any room designated in the parameters. Players also cannot flee or recall.

Playerkill ONLY Zone

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===Prop_ReqPKill===
Effect: Playerkill ONLY Zone
Targets: Room, Exit, Area
Parameters:
Examples:
Description: Allows access only to those players who have their playerkill flag set.

Practice Dummy

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===Prop_PracticeDummy===
Effect: Practice Dummy
Targets: Mobs
Parameters: (KILLABLE)
Examples: KILLABLE
Description: Prevents a mob from fighting back. If the KILLABLE parameter is NOT included, the mob will also never run out of hit points or be missed in combat.

Pregnancy

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===Pregnancy===
Effect: Pregnancy
Targets: Mobs
Parameters: Start Date/Delivery Date/Fathers Name/Fathers Race
Examples: 106222323232/12312232322/Bob/Human
Description: The ability to be pregnant, and to eventually give birth. A consequence of sex under certain circumstances.

Prevents automatic purging

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===Prop_NoPurge===
Effect: Prevents automatic purging
Targets: Rooms, Containers, Items
Parameters: ("TIMESTAMP"/"DATE-TIME"_
Examples: 16885795721221

10/31/2023 08:51am

Description: Prevents items in the room from being destroyed as refuse over time. When placed on an item, this property makes the item immune to "garbage collection" regardless of where in the world it is. If no parameter is given, the protection will last until the next reboot, or otherwise until the time given.

Prevents deletion/corruption from corpses

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===Prop_ItemNoRuin===
Effect: Prevents deletion/corruption from corpses
Targets: ITEM
Parameters:
Examples:
Description: When placed on an item, that item will be exempt from your systems loot policy. The item will not be deleted, corrupted, ruined, or otherwise affected by the policy, regardless of your ini file settings.

Prisoner

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===Prisoner===
Effect: Prisoner
Targets: Mobs
Parameters:
Examples:
Description: This mob property makes them unable to recall or magically leave their present location. It also prevents fleeing from combat.

Provides for enhanced item slots.

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===Prop_ItemSlotFiller===
Effect: Provides for enhanced item slots.
Targets: ITEMS (NOT CONTAINERS)
Parameters: (NUM="SLOTS COUNT") (TYPE="STRING") (SKIPS="ID,...")

(ADDS=""ID(args),..."")

Examples: NUM=4 TYPE=Gems REMOVABLE=TRUE
Description: When placed on an item, that item will put able to be PUT, using the PUT command, into the slots provided on an item with the Prop_ItemSlot property. When this is done, the item into which this item is PUT will gain all the effect benefits of this item.


The NUM parameter determines how many slots this item takes up. The TYPE parameter must match the TYPE parameter from the Prop_ItemSlot of the item being PUT into.


The SKIPS property is a comma delimited list of Ability IDs which should be ignored when determining which effects on this item should be applied to the slotted item.


The ADDS property is a comma delimited list of Ability IDS should should be added to an item whose slot is filled by this one. Arguments to the ablilities can be given in parenthesis(). The properties must be ones that would affect the target item directly.

Putting a cluster of rooms up for sale

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===Prop_RoomsForSale===
Effect: Putting a cluster of rooms up for sale
Targets: Room
Parameters: (RENTAL/GRID/ALLOWTHEFT) "PRICE"
Examples: 1000000

The Bob Clan/1000000

Description: Makes this room part of a group of rooms available for purchase by a player. The rooms will be sold as a group by the shopkeeper. If you have more than one group of rooms for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one. See Prop_RoomForSale for more information on sold rooms and the flags.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

Putting a room up for sale

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===Prop_RoomForSale===
Effect: Putting a room up for sale
Targets: Room
Parameters: (RENTAL/GRID/ALLOWTHEFT) "PRICE"
Examples: 1000000

Bob/1000000

Description: Makes this room available for purchase by a player. The room will be automatically listed in the stock of any ShopKeeper in the SAME AREA who is designated a LandSeller, or any shopkeeper who has the proper StdTitle item in its selling inventory. The system will automatically maintain the integrity of any items left in the room, including restoring them on reboot. After a room is sold, the player need only enter "LOOK ID" to see the rooms ID for the purposes of identifying his or her lot in the future. The title received for purchasing a room may be GIVEn or SELLed to change possession of the property. The word rental followed by a space may precede the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status.The word ALLOWTHEFT disables robbery law enforcement on the property.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

Putting an area up for sale

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===Prop_AreaForSale===
Effect: Putting an area up for sale
Targets: Areas
Parameters: (RENTAL )Price of the area
Examples: 1000000

Bob/100000

Description: Makes this area available for purchase by a player. To have a shopkeeper sell the area, you must create a GenTitle or StdTitle item with the area name as the property id and give it to the shopkeeper to sell. The system will automatically maintain the integrity of any items left in the rooms, including restoring them on reboot. The title received for purchasing a room may be GIVEn or SELLed to change possession of the property. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

Putting an expandable room up for sale

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===Prop_RoomPlusForSale===
Effect: Putting an expandable room up for sale
Targets: Room
Parameters: ("OWNER NAME"/)(RENTAL) (GRID) (ALLOWTHEFT) "PRICE"
Examples: 1000000

GRID 1000000 The Bob Clan/1000000 The Bob Clan/RENTAL 1000000

Description: Makes this room available for purchase by a player. If you have more than one room for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one. This property is identical to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are permitted to add new rooms to it. See Prop_RoomForSale for more information on sold rooms and the flags.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

Putting many rooms up for sale

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===Prop_LotsForSale===
Effect: Putting many rooms up for sale
Targets: Room
Parameters: ("OWNER NAME"/)(RENTAL) (GRID) (ALLOWTHEFT) "PRICE"
Examples: 1000000

GRID 1000000 Bob/100000 Bob/ RENTAL 100000

Description: Makes this room and future adjacent rooms available for purchase. This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created and put up for sale, allowing the player to expand his or her property. When the properties are sold, or fall back out of any players possession, the system will automatically retract the created rooms. The word RENTAL followed by a space may precede the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. The word GRID followed by a space may precede the price to make new rooms automatically link to other rooms via demolishable walls.The word ALLOWTHEFT disables robbery law enforcement on the property.


When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property.


This property is similar to prop_lotforsale, except that the players must buy each room.


See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.

QuestBound

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===QuestBound===
Effect: QuestBound
Targets: Mobs, Items
Parameters: Class reference code of a Quest object or *
Examples: Don't worry about it
Description: Either a temporary affect automatically added to all quest mobs and items both created and existing, or , if the parameter is *, a permanent effect to restrict an item or mob from being selected for a quest. Its purpose is to detect when a reset, shutdown, or other disaster is about to happen to the mob or item so that the quest can be stopped. This prevents unwanted properties/behaviors/changes from being saved to the database on accident.

Re Roll Stats

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===Prop_ReRollStats===
Effect: Re Roll Stats
Targets: MOB
Parameters: (BONUSPOINTS="NUM") (PICKCLASS=TRUE/FALSE)
Examples: BONUSPOINTS=5 PICKCLASS=TRUE
Description: Allows a player a one-time opportunity to redesignate their stats, completely from scratch, and potentially re-pick their class.

Reactive Noise

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===Prop_Sounder===
Effect: Reactive Noise
Targets: Areas, Room, Item, Mobs, ExitsRoom, MOBs, Items, Areas
Parameters: ("EMOTE TRIGGER" "EMOTE STRING" (MASK="ZAPPERMASK");)
Examples: enter wiggles his bottom.;sleep smiles evilly. MASK=-NAME +Bob;

wear $p looks good on you.;remove Now you don't look so good.;remove_room $n doesn't look so good.

Description: A lightweight alternative to the Emoter and Sounder behaviors, this allows you to create very simple emoting triggers based on event triggers instead of pro-active tick triggers, such as getting an item, or leaving a room. Each emote trigger is semicolon (;) separated. A MASK= near the end will filter the cause of the trigger. Valid emote triggers include the following:

GET - if an item is gotten (or THE item), this will emote to the getter.

GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not the getter).

DROP - if an item is dropped (or THE item), this will emote to the getter.

DROP_ROOM - if an item is dropped (or THE item), this will emote to the room (not the getter).

PUSH - if an item is pushed (or THE item), this will emote to the pusher.

PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room (not the pusher).

PULL - if an item is pulled (or THE item), this will emote to the pulled.

PULL_ROOM - if an item is pulled (or THE item), this will emote to the room (not the puller).

EAT - if an item is eaten (or THE item), this will emote to the eater.

EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not the getter).

MOUNT - if an item is mounted (or THE item), this will emote to the mounter.

MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room (not the getter).

DRINK - if an item is drunk (or THE item), this will emote to the drinker.

DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room (not the getter).

SIT - if an item is sat on (or THE item), this will emote to the sitter.

SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not the getter).

SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.

SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room (not the getter).

WEAR - if an item is worn (or THE item), this will emote to the wearer.

WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not the getter).

OPEN - if an item is opened (or THE item), this will emote to the wearer.

OPEN_ROOM - if an item is opened (or THE item), this will emote to the room (not the getter).

CLOSE - if an item is closed (or THE item), this will emote to the wearer.

CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room (not the getter).

HOLD - if an item is held (or THE item), this will emote to the wearer.

HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not the getter).

WIELD - if an item is wielded (or THE item), this will emote to the wearer.

WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room (not the getter).

REMOVE - if an item is removed (or THE item), this will emote to the remover.

REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room (not the getter).

PORTAL_ENTER - if the room is entered, this will emote to the one entering.

PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in the room.

PORTAL_EXIT - if the room is left, this will emote to the one leaving.

PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the room.

DAMAGE - if the object is hurt, or used to hurt, this will emote to the one hurting.

DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the others in the room.

FIGHT - if the object is attacking, or used to attack, this will emote to the one attacking.

FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to the others in the room.


The emote strings may be any text, and the following codes may be included:

$p - the name of the item with the behavior.

$n - the name of the source of the emote, or the source of the trigger.

$e - the he/she of $n.

$s - the his/her of $n.

Recall Neuralizing

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===Prop_NoRecall===
Effect: Recall Neuralizing
Targets: Room, Area, Items
Parameters:
Examples:
Description: Disallows recalling in the room. If placed on items, the item must be possessed by the mob or player trying to recall for prevention to work.

Remembers whats put in, and wear the contents when worn

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===Prop_OutfitContainer===
Effect: Remembers whats put in, and wear the contents when worn
Targets: Containers
Parameters: ;"XML TAGS..."
Examples:
Description: When applied to a container, this property will allow the container to remember which things were put into it by a player. Then, whenever the player attempts to wear/hold/wield the container, if the container has items/armor/weapons inside, the player will actually wear the containing items instead. The automatic wearing of the contained items will automatically remove conflicting items as normal. Later, when the remembered items are removed, they will automatically be put back into the container that remembers them.

Require stat values

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===Prop_ReqStat===
Effect: Require stat values
Targets: Rooms, Areas, Exits, Portals
Parameters: mob character stat expressions as shown in example
Examples: strength<10 intelligence==5 wisdom>=3
Description: Creates restrictions for entering a room. Players must pass every expression test in order to enter. Valid parameters include:

nosneak (disallow sneaking past the requirement)

nofol (disallow followers)

STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..

Resistance due to ownership

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===Prop_HaveResister===
Effect: Resistance due to ownership
Targets: Items
Parameters: resistance names followed by percentages

Parameters may be followed by an optional mask

Examples: magic 50% poison -10%

magic poison 50% pierce -10% MASK=-RACE +Dwarf

Description: So long as the item with this property is owned, the owner will gain certain resistances and immunities in the parameters. The effects which may be included are:

Resistances: gas fire electricity mind magic cold acid water evil (undead)

Resistances: justice (as per many thief abilities)

Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons

Resistances: -- weapons get reduced % damage per round, lvl based, with limits.

: -- always modifier makes weapon resists always work, no limits.

Resistances: spell chant song prayer thief_skill (ability types)

Resistances: enchantment/charm kicking vexing conjuration (ability domains)

Immunities : teleport (includes gate, summon) holy disease poison

Misc : debuf-duration (pct is the maximum debuf ticks remain)


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Resistance due to riding

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===Prop_RideResister===
Effect: Resistance due to riding
Targets: Items and Mobs
Parameters: resistance names followed by percentages

Parameters may be followed by an optional mask

Examples: magic 50% poison -10%

magic poison 50% pierce -10% MASK=-RACE +Dwarf

Description: Whenever the item having this property is mounted or ridden, the rider gains certain resistances and immunities described in the parameters. When exited, the resistances and immunities are also cancelled. The effects which may be included are:

Resistances: gas fire electricity mind magic cold acid water evil (undead)

Resistances: justice (as per many thief abilities)

Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons

Resistances: -- weapons get reduced % damage per round, lvl based, with limits.

: -- always modifier makes weapon resists always work, no limits.

Resistances: spell chant song prayer thief_skill (ability types)

Resistances: enchantment/charm kicking vexing conjuration (ability domains)

Immunities : teleport (includes gate, summon) holy disease poison

Misc : debuf-duration (pct is the maximum debuf ticks remain)


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Resistance due to worn

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===Prop_WearResister===
Effect: Resistance due to worn
Targets: Items (armor and weapons principally)
Parameters: resistance names followed by percentages

Parameters may be followed by an optional mask May include optional LAYERED flag

Examples: magic 50% poison -10%

magic poison 50% pierce -10% MASK=-RACE +Dwarf magic 50% poison -10% magic 50% poison -10% LAYERED MASK=-RACE +Dwarf

Description: Whenever the item having this property is wielded or worn, the owner gains certain resistances and immunities described in the parameters. When removed, the resistances and immunities are also cancelled. The Layered flag may be used to prevent resistance stacking due to multiple items worn on the same location. The effects which may be included are:

Resistances: gas fire electricity mind magic cold acid water evil (undead)

Resistances: justice (as per many thief abilities)

Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons

Resistances: -- weapons get reduced % damage per round, lvl based, with limits.

: -- always modifier makes weapon resists always work, no limits.

Resistances: spell chant song prayer thief_skill (ability types)

Resistances: enchantment/charm kicking vexing conjuration (ability domains)

Immunities : teleport (includes gate, summon) holy disease poison

Misc : debuf-duration (pct is the maximum debuf ticks remain)


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Resistance to Stuff

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===Prop_Resistance===
Effect: Resistance to Stuff
Targets: MOB
Parameters: resistance names followed by percentages

Parameters may be followed by an optional mask

Examples: magic 50% poison -10%

magic poison 50% pierce -10% MASK=-RACE +Dwarf

Description: Gives a mob natural resistances and immunities. The effects which may be included are:

Resistances: gas fire electricity mind magic cold acid water evil (undead)

Resistances: justice (as per many thief abilities)

Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons

Resistances: -- weapons get reduced % damage per round, lvl based, with limits.

: -- always modifier makes weapon resists always work, no limits.

Resistances: spell chant song prayer thief_skill (ability types)

Resistances: enchantment/charm kicking vexing conjuration (ability domains)

Immunities : teleport (includes gate, summon) holy disease poison

Misc : debuf-duration (pct is the maximum debuf ticks remain)


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Restrictions to ownership

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===Prop_HaveZapper===
Effect: Restrictions to ownership
Targets: Items
Parameters: masking parameters described below, optional zap message
Examples: -class +mage -race +elf -evil

MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage

Description: Whenever this item is picked up by a mob, the item will be zapped out of the mobs hands if they meet the parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.). The parameters can also start with the word CONTENT to have the zapper apply equally to a container and its contents (at least until the thing with the zapper is separated from the container). If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. See AHELP ZAPPERMASK, where allowed can possess, and disallowed is zapped.

Restrictions to riding

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===Prop_RideZapper===
Effect: Restrictions to riding
Targets: Items and Mobs
Parameters: masking parameters described below, optional zap message
Examples: -class +mage -race +elf -evil

MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage

Description: Whenever the rider of the item or mob with this property mounts the item, they will be zapped unless it is allowed by the listed parameters.

An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, see AHELP ZAPPERMASK, where allowed can ride, and disallowed is zapped.

Restrictions to wielding/wearing/holding

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===Prop_WearZapper===
Effect: Restrictions to wielding/wearing/holding
Targets: Items
Parameters: masking parameters described below, optional zap message
Examples: -class +mage -race +elf -evil

MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage

Description: Whenever the owner of the item with this property tries to wear or wield the item, they will be zapped unless it is allowed by the listed parameters.

An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, See AHELP ZAPPERMASK, where allowed can wear, and disallowed is zapped.

Room entering adjuster

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===Prop_EnterAdjuster===
Effect: Room entering adjuster
Targets: Rooms, Exits
Parameters: statistic names followed by a +, -, or = and a value
Examples: and/or spells separated by semicolons, and an optional mask

str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless; str+2 dex-2 move+100 MASK=-Race +Dwarf str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf

Description: Upon entering this room or exit, the listed effects or spells will be PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows:

strength dexterity constitution charisma wisdom intelligence

maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)

savepar savefir savecol savewat savegas savemin savegen savejus

saveaci saveele savepoi saveund savemag savedis savetra

ability (magical level), armor, attacks (prowess), damage (max), disposition (sitting/standing/flying/etc), level, rejuv(!NO!), senses (blind/infravision/darkvision/etc), speed (#attacks), height, weight, ambiance+,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct, experience, practices trains, questpoints, coins. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.


The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.

Room entering adjuster

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===Prop_Transporter===
Effect: Room entering adjuster
Targets: MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
Parameters: Room ID (; (SENDENTER="TRUE/FALSE"))
Examples: Midgaard#3001

Midgaard#3001;sendenter=true

Description: This property is used to transport mobs to a particular place based on an action taken. The actions which trigger the transport include:

Rideable - mount

MOB - speak

Item - get

Exit - enter

Room - enter

Area - enter

Weapon - use in battle

Food - eat

Drink - drink

Armor - wear


Normally, this skill bypasses any normal notifications, but behaves as if the transported mob is "just there". Add a semicolon and set "sendenter" to true for scripts to see the movement.

Room navigation limitation

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===Prop_Crawlspace===
Effect: Room navigation limitation
Targets: Exits, Rooms, Areas
Parameters:
Examples:
Description: Forces players to crawl through the exit or room with this property.

Room Redirect Property

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===Prop_RoomRedirect===
Effect: Room Redirect Property
Targets: Areas, Room
Parameters: "ROOM ID"="ZAPPERMASK"(;"ROOM ID"="ZAPPERMAKS" ... )
Examples: Midgaard#3001=-name +bob;Midgaard#3005=-name +joe
Description: Allows a room or area to redirect players into another room based on a zappermask check of them. Multiple masks and entries may be included, and each entry is separated by semicolons. An entry is a room id followed by an equal sign and a zapper mask. An empty room ID will let the player enter the room or area as normally. A room ID number will check only the current area of the host object. This property allows players to be redirected based on a mask, but won't fool more programmatic mapping systems, such as concierge behavior or tracking skills. Once active, only SYSMSGS can be used to re-enter the based room regardless of settings.

Room/Exit navigation limitation

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===Prop_Climbable===
Effect: Room/Exit navigation limitation
Targets: Exits, Rooms, Portals
Parameters:
Examples:
Description: Forces players to climb, fly, or use a ladder through the exit or room with this property.

Room/Exit Race Limitations

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===Prop_ReqRaces===
Effect: Room/Exit Race Limitations
Targets: Rooms, Areas, Exits
Parameters: room masks listed below
Examples: -all +elf
Description: Creates race restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include:

nosneak (disallow sneaking past the requirement)

-all (disallow all races)

nofol (disallow followers of appropriate alignment)

+elf +half +human (create exceptions to -all)

-elf -half -human (disallow only listed races)

Scrap Explode

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===Prop_ScrapExplode===
Effect: Scrap Explode
Targets: Items
Parameters:
Examples:
Description: Makes an item explode when scrapped.

Shaming

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===Shaming===
Effect: Shaming
Targets: Mobs
Parameters: GLOBAL/"AREA NAME"
Examples:
Description: This mob property makes them unable to effectively interact with anyone in the specified area and their home area, if they are different. Attempts to interact are changed into emotes of shaming towards the shamed one.

Short Effects

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===Prop_ShortEffects===
Effect: Short Effects
Targets: MOB, Item, Area, Room, etc
Parameters: ("MAX TICKS" (REMOTEOK) (LONGTIMEOK);)("ABILITY MASK")

(... (OWNER) (WEARER) ;)("ABILITY MASK")

Examples: 3 REMOTEOK;+SKILLFLAG -DANCING -SINGING -PLAYING
Description: Makes the mob with this property more resiliant against effects by limiting their tick-down time, and preventing effects cast by someone not in the same room. Useful for bosses and elite mobs. The effects can be re-enabled with REMOTEOK or LONGTIMEOK. An ability mask can be given to limit what skills are affected by this property, although traps, poisons, and diseases always get a pass from remote effects. If the protected thing is an Item, OWNER and WEARER can limit the circumstances of protection.

Slow Learner

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===SlowLearner===
Effect: Slow Learner
Targets: Creatures
Parameters:
Examples:
Description: Property : Slow Learner

Affects : Mobs

Parameters : Percentage of experience lost

Example : 20%

Description:

The character does not learn from experience the way most do, gaining fewer experience points than most.

Smells Like Cherries

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===SmellsLikeCherries===
Effect: Smells Like Cherries
Targets: Caster only
Parameters:
Examples:
Description: This creature emits an aroma that is unpleasant to predators, enabling them to usually move past hostile animals unmolested.

Sound Echo

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===SoundEcho===
Effect: Sound Echo
Targets: Areas, Rooms
Parameters: "RANGE"
Examples: 4
Description: Causes sound to echo around the area or room when it occurs.

Specific Skill Neutralizing

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===Prop_RestrictSkills===
Effect: Specific Skill Neutralizing
Targets: Room, Area, MOB, Item
Parameters: SKILLS=""ABILITYID,..."" (MESSAGE=""STRING"") (WEARONLY="T/F")

(ONLYROOMS=""DOMAIN,..."") (NEVERROOMS=""DOMAIN,..."")

Examples: SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!" ONLYROOMS="UNDERWATER,AIR"
Description: Cancels the effects of the listed spells/skills, and can be restricted by location. The only required parameter is SKILLS, which is a comma-delimited list of Ability IDs. Optional parameters includes MESSAGE, to change the skill users error message, ONLYROOMS to restrict the skill everywhere except the comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the mob. When on an item, it only affects the owner of the item. If you want to limit spells/skills used AGAINST a mob, look at immunities.

Specific Spell Neutralizing

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===Prop_RestrictSpells===
Effect: Specific Spell Neutralizing
Targets: Room, Area
Parameters: "SPELLID";"SPELLID";...
Examples: Spell_Sleep;Chant_Uplift;
Description: Cancels the effects of the listed spells when cast on or in the room.


Spell IDs can optionally include an argument in parenthesis () to restrict the spell only when cast against a target of the given name. Spell ids with parenthesis arguments may be listed multiple times. When a spell targets a room or area, the name of a Plane of Existence may also be a valid argument.

Spell reflecting property

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===Prop_SpellReflecting===
Effect: Spell reflecting property
Targets: MOBs, Items
Parameters: (MIN="LEVEL") (MAX="LEVEL") (CHANCE="%") (FADE=0/1) (REMAIN="NUM")
Examples: min=1 max=30 chance=100 fade=0 remain=100

max=10 chance=75 fade=1 remain=50

Description: This complex property allows the archon to set up mobs or items which, when worn, are capable of reflecting spells cast at the mob back to the source. The min and max parms describe the levels of spells which may be reflected. The chance parm describes the % chance of a spell being reflected. Remain is the number of spell levels which may be reflected. Every time a spell is reflected, the level of the spell is subtracted from the remain value. When remain reaches below 0, the item or mob will no longer reflect spells. Fade describes whether the property is persistent or destructive. If fade is equal to 1 or more, then the property is destructive, meaning that the mob will never again gain the fading benefit from this property after remain reaches below 0. If the property was on an item, it will be destroyed. If fade is equal to 0, then the property is persistent. The property will still stop working when the remain value reaches below 0, but the item will not be destroyed, and will begin to regain its strength at a rate of 1 point every 5 minutes or so.

Stat Regeneration

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===Regeneration===
Effect: Stat Regeneration
Targets: Creatures
Parameters:
Examples:
Description:

Stays on mounted thing

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===Prop_StayAboard===
Effect: Stays on mounted thing
Targets: MOB, ITEM
Parameters:
Examples:
Description: Put this property on mobs or items that you want to be perpetually mounted on whatever it is initially mounted on/to. This is especially useful for Patrollers in chaotic environments where a gust of wind or a nasty current may throw things out of whack.

Strike Neuralizing

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===Prop_PeaceMaker===
Effect: Strike Neuralizing
Targets: Rooms, Areas, MOBs
Parameters: optional list of mob statements, room emotes, semicolon delimited
Examples: No Fighting Here!;Make Love, not War!;You should not do that.
Description: Cancels any fighting in the room.

Summon Spell Neutralizing

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===Prop_NoSummon===
Effect: Summon Spell Neutralizing
Targets: Room, Area
Parameters: (ALLOWNONAGGR)
Examples:
Description: Disallows summoning of creatures or people INTO the affected place. The optional ALLOWNONAGGR parm may be added to disallow summoning only of aggressive mobs.

Tattoo Limitations

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===Prop_ReqTattoo===
Effect: Tattoo Limitations
Targets: Rooms, Areas, Exits, Items
Parameters: optional msg; tattoo masks listed below
Examples: -all +manlymen

You can't go here!;-all +manlymen

Description: Creates tattoo restrictions for entering a roomor possessing an item. Followers will be allowed unless explicitly disallowed. See the help on Tattoos. Understood masks include:

nosneak (disallow sneaking past the requirement)

nofol (disallow followers of appropriate alignment)

-all (disallow unless has one of the following +tattoos)

+all (allow unless has any of the followng -tattoos)

+none (must have all +tatoos, and lack all -tattoos)

+TATTOONAME (must have tattoo)

-TATTOONAME (must not have tattoo)

Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.

Tel Neutralizing

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===Prop_NoTelling===
Effect: Tel Neutralizing
Targets: Room, Area, Mobs
Parameters:
Examples:
Description: Cancels all tell message sending in or to the room, area, or mob. You can also add this to player mobs as punishment or to shut them up. Admins are exempt from the restrictions imposed.

Teleport OUT OF Spell Neutralizing

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===Prop_NoTeleportOut===
Effect: Teleport OUT OF Spell Neutralizing
Targets: Room, Area
Parameters: (EXCEPTIONS="ROOMID/AREANAME,etc..")
Examples: exceptions="area name#12,other area name"
Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells OUT OF this area. The optional exceptions argument can list room ids, area names, planarability, or spell ids. The INTERAREAOK argument allows/prevents teleportation inside an area with this property.

Teleport-INTO Spell Neutralizing

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===Prop_NoTeleport===
Effect: Teleport-INTO Spell Neutralizing
Targets: Room, Area
Parameters: (EXCEPTIONS="ROOMID/AREANAME,etc..") (NOSUMMON=TRUE)

... (INTERAREAOK=true/false) (MESSAGE="message") ... (REDIRECT="ROOM ID")

Examples: exceptions="area name#12,other area name"
Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells INTO this area. If this is placed on an area, specific room or area exceptions may be given. By default, mob summoning skills, such as monster summoning, ARE allowed, but can also be disabled with nosummon=true. The optional exceptions argument can list room ids, area names, planarability, or spell ids. The NOSUMMON argument prevents summoning also, and INTERAREAOK allows/prevents teleportation inside an area with this property. MESSAGE can be used to change the fizzle message seen by the casters. REDIRECT is an optional room ID that will allow the teleport to procede, but only to the specific room.

Temporary Affects

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===TemporaryAffects===
Effect: Temporary Affects
Targets: Mobs, Items, Exits, Rooms
Parameters: "ABILITYID/BEHAVIORID" "NUM TICKS" ("PARAMETERS")

+"ABILITYID/BEHAVIORID" "NUM TICKS" ("PARAMETERS") +AMBIANCE "NUM TICKS" ("AMBIANCE TEXT") +BINDTO ("NAME") -"ABILITYID/BEHAVIORID"

Examples: +Mood 10 HAPPY

+Clericness 20 Healer +Prop_Hidden 10

Description: Allows the builder to temporarily affect a mob, item, exit, or room with a property or behavior that would normally be permanent if applied in a normal way. The first parameter is the ability id or the behavior id, the second is the number of ticks that it will last, while the last parameter is optional parameters for THAT ability or behavior. The parameters may be prefixed with a plus(+) sign to allow it to stack with other temporary affects. A minus(-) sign followed by an ability or behavior id will prematurely remove the temporary affect. The ability id may be AMBIANCE to add an ambiance string. The ability id may also be BINDTO in order to bind the effects to the continued presence of a given named mob or object in the same room. If the parms (following any optional +) is prefixed with a #, then parms will be allowed on behaviors on non-mobs here.

Temporary Immunity

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===TemporaryImmunity===
Effect: Temporary Immunity
Targets: Mobs
Parameters: Ability ID/Start time in millis;etc..
Examples: Disease_Cold/12312312323;Spell_Fireball/123123132
Description: This is used by diseases primarily to provide a mob or player with temporary (30 mud hour) immunity to a set of diseases.

The Narrow Ledge

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===Prop_NarrowLedge===
Effect: The Narrow Ledge
Targets: Rooms, Exits
Parameters: check="%" name="NAME OF THE LEDGE" (room="ROOM ID")
Examples: check=16 name="the narrow ledge"

check=25 name="a tightrope" room="myarea#2"

Description: Whenever a player enters or exits the room or exit with this property, that player is in great danger. If the player fails to roll beneath their Dexterity on a roll from 1-the "check" parameter, the player will fall to their death or into the specified room ID. The check parameter can be made smaller to give those with less dexterity a better survival chance, or made higher to make it more difficult to survive.

THE Training MOB

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===Prop_Trainer===
Effect: THE Training MOB
Targets: MOB
Parameters: (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)

((ALL) "CLASSNAME") (EXPERTISENAMES) (SKILLS)

Examples: CON=10

STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH all Fighter all Cleric

Description: This property makes a mob a suitable target for the TRAIN command for players. With no parameter, it will set all stats to 25, give them 0 levels in all classes, and give them all expertises. Other parameters may be entered in order to set the stats of the mob to the specified values. Any values not given will default to 25. If you do not want the mob to also be a trainer, you may include the NOTEACH flag. Listing one or more class names will make that trainer have 0 levels in those classes (able to train to it). Not listing any will give the mob ALL classes at level 0. Listing expertise IDs works similarly.

Ticket Taker

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===Prop_TicketTaker===
Effect: Ticket Taker
Targets: Mobs, Items
Parameters: Cost of boarding
Examples: 100
Description: This property makes a mob or item the master of a carriage, horse, or other rideable item. They will require the payment of gold specified in the parameters before allowing anyone else to board. Non-player mobs will always be allowed to board. The ticket taker must be riding either the carriage, or riding a horse pulling it, or actually BE the carriage.

Unattackable Pets

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===Prop_SafePet===
Effect: Unattackable Pets
Targets: MOB
Parameters: MSG="NEW DISPLAY MESSAGE"
Examples: MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
Description: Makes the mob with this property completely unattackable. The default message can be changed with parameters.

Unmappable Room/Area

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===Prop_RoomUnmappable===
Effect: Unmappable Room/Area
Targets: Areas, Room
Parameters: (MAPOK) (NOEXPLORE)
Examples: NOEXPLORE
Description: Makes a room unable to be mapped with skills, explored, or seen with regional awareness. Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter disables the unmappable aspect.

Unsellable stuff

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===Prop_Unsellable===
Effect: Unsellable stuff
Targets: Items, Mobs
Parameters: (MESSAGE=""message"") (AMBIANCE=""ambiance"") (DROPOFF="T/F")
Examples: message="You can't sell that."
Description: Makes the mob or item unable to be sold to a shopkeeper. The message shown and whether the item has an ambiance can also be set, and whether this property is automatically removed when the item is dropped.

Weak Rickity Bridge

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===Prop_WeakBridge===
Effect: Weak Rickity Bridge
Targets: Rooms, Exits
Parameters: max="WEIGHT" chance="%" down="# TICKS"
Examples: max=400 chance=75 down=300
Description: Whenever a player enters or exits the room or exit with this property, that player is in great danger. If their total weight exceeds the weight specified by the max parameter, there is a % chance equals to the chance parameter that the bridge beneath them will break. If the property is on an exit, that means instant death for the player. If the property is on an InTheAir type room with a place to fall beneath it, they will fall. If the property is on any other kind of room, instant death will result. The down property describes how many ticks the bridge will remain "down" once it has been broken by a heavy player. Flying can always overcome this property.

Weapon Immunity

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===Prop_WeaponImmunity===
Effect: Weapon Immunity
Targets: Items, Mobs
Parameters: List of immunities
Examples: +ALL -SILVER -CLOTH -LEATHER

+ALL -MAGIC -SLASHING -FROSTING +ALL -LEVEL15 +BASHING +IRON +STEEL +MAGIC +ALL +MAGICSKILLS +AXE +THROWN +DAGGER

Description: Whenever the item with this property is worn, or for the mob with this property, they will attain damage immunities to the types and/or materials of weapons specified. Here are the parameters:

+ALL - Specifies that, by default, the mob is immune to ALL damage.

-DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.

+DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.

+WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.

-MAGIC - Creates an exception to the +ALL rule by permitting damage from magical spells and magical weapons.

+MAGIC - If +ALL is not used, this will create an immunity to magical spells and weapons.

-MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from magical spells, chants, songs, or prayers.

+MAGICSKILLS - If +ALL is not used, this will create an immunity to magical spells, chants, songs, and prayers.

-LEVELX - Creates an exception to the +ALL rule by permitting damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.

+LEVELX - Can be used instead of +ALL to create an immunity to weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.

-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a given material.

-PARALYSIS - Creates an exception to the +All rule by permitting damage from paralysis spells.

+PARALYSIS - If +All is not used, this creates an immunity to damage from paralysis spells.

-FIRE - Creates an exception to the +All rule by permitting damage from fire spells.

+FIRE - If +All is not used, this creates an immunity to damage from fire spells.

-COLD - Creates an exception to the +All rule by permitting damage from cold spells.

+COLD - If +All is not used, this creates an immunity to damage from cold spells.

-WATER - Creates an exception to the +All rule by permitting damage from water spells.

+WATER - If +All is not used, this creates an immunity to damage from water spells.

-GAS - Creates an exception to the +All rule by permitting damage from gas spells.

+GAS - If +All is not used, this creates an immunity to damage from gas spells.

-MIND - Creates an exception to the +All rule by permitting damage from mind spells.

+MIND - If +All is not used, this creates an immunity to damage from mind spells.

-JUSTICE - Creates an exception to the +All rule by permitting damage from justice spells.

+JUSTICE - If +All is not used, this creates an immunity to damage from justice spells.

-ACID - Creates an exception to the +All rule by permitting damage from acid spells.

+ACID - If +All is not used, this creates an immunity to damage from acid spells.

-ELECTRICITY - Creates an exception to the +All rule by permitting damage from electric spells.

+ELECTRICITY - If +All is not used, this creates an immunity to damage from electric spells.

-POISON - Creates an exception to the +All rule by permitting damage from poison spells.

+POISON - If +All is not used, this creates an immunity to damage from poison spells.

-UNDEAD - Creates an exception to the +All rule by permitting damage from undead spells.

+UNDEAD - If +All is not used, this creates an immunity to damage from undead/evil spells.

-DISEASE - Creates an exception to the +All rule by permitting damage from disease spells.

+DISEASE - If +All is not used, this creates an immunity to damage from disease spells.

-TRAPS - Creates an exception to the +All rule by permitting damage from traps spells.

+TRAPS - If +All is not used, this creates an immunity to damage from traps spells.

Wearable Unzapper

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===Prop_WearOverride===
Effect: Wearable Unzapper
Targets: Items
Parameters: (DRESS) (CONTENTS) ("masking params")
Examples: -class +mage -race +elf -evil
Description: Whenever the owner of the item with this property tries to wear or wield the item, they will be be permitted only if allowed by the mask argument. Additionally, if they are permitted, then any wear restrictions that would normally prevent them from wearing the item will be suspended until the item is removed. This is so that you can make special armor for creatures that normally can't wear standard gear, such as barding for horse backs, and so forth. The DRESS argument will allow the item to be dressed or undressed from a creature without regard to normal permission rules. The CONTENTS parm allows the contents to be seen or manipulated.

For valid masking parameters see AHELP ZAPPERMASK, where allowed can wear, and disallowed is not.

Weather Setter

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===Prop_Weather===
Effect: Weather Setter
Targets: Areas
Parameters: the weather type and/or one or more climate masks
Examples: RAIN

RAIN CLIMATE_WET

Description: Makes this area always have the same weather. Valid weather values include: "CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT", "SLEET","BLIZZARD","DUST","DROUGHT","COLD"


Can also change the climate settings. Valid climate mask values include: "CLIMATE_NORMAL", "CLIMATE_WET", "CLIMATE_COLD", "CLIMATE_WINDY", "CLIMATE_HOT", "CLIMATE_DRY", "CLIMATE_VOID"

Wizard Invisibility

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===Prop_WizInvis===
Effect: Wizard Invisibility
Targets: MOBs
Parameters:
Examples:
Description: Grants the MOB unlimited sensory knowledge as well as complete undetectibility.

Works like an ice box

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===Prop_IceBox===
Effect: Works like an ice box
Targets: Items,Rooms
Parameters:
Examples:
Description: Any items placed in the room or container with this property will not spoil. When removed, however,spoilage will resume.