WikiHelpProperties

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This page was last updated on 4/30/2021.

LIST PROPERTIES WIKIHELP

A pk corpse loot only property

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

a 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 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:
Parameters:
Examples:
Description:

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.

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.