Acidbreath: Acidbreath
Ability : Acidbreath Parameters : Example : Description: Duh!
Addictions: Addictions
Ability : Addictions Parameters : item name Example : pot pie Description: This ability governs addictions to food, drink, or smoking. 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.
Age: Age
Every character has a age. Your character ages one year for every mud year. A characters birthday can be seen with the TIME command. Age can affect both the characters stats or fertility when very young or very old.
Allergies: Allergies
Allergies are a condition that afflicts half of all players in the game. It is neither a disease that can be cured, nor a poison which can be removed. Not even the all-powerful "Restoration" Cleric spell can cure it. It causes the player to sneeze when in the presence of the items or races they are allergic to, to get the hives from touching the allergen item or race, and to get the deadly heartstopper poison if the allergen is eaten.
Antidote: An Antidote
Ability : ANTIDOTE Parameters : empty, or poison keyword Example : Example : bee sting Description: This skill removes the affects of a poison. If no parameter is given, it removes the affects of all poisons. Otherwise, it removes the affects only of the poison represented by the parameters. Like a Poison, an Antidote, if added to a drink, food, or armor, will impart its benefits when drank, eaten, or worn respectively.
ArchonSkill: an Archon Skill
BardSkill: a Bard Skill
Bomb_AcidBurst: acid burst bomb
Trap : Acid Burst Targets : Lemons Parameters : Description: Delivers a blast of acid damage.
Bomb_Explosive: explosive bomb
Trap : Explosive Bomb Targets : Coal Parameters : Description: Delivers a blast of fire damage.
Bomb_FlameBurst: flame burst bomb
Trap : Flame Burst Bomb Targets : Lamp Oil Parameters : Description: Delivers a blast of fire damage.
Bomb_Noxious: stink bomb
Trap : Stink Bomb Targets : An Egg Parameters : Description: Creates a Stinking Cloud
Bomb_Pepper: pepper bomb
Trap : Pepper Bomb Targets : Some Peppers Parameters : Description: Causes irritation, lowering attack and defence.
Bomb_Poison: poison gas bomb
Trap : Pepper Bomb Targets : Poison Parameters : The name of the poison Description: Inflicts everyone with a horrible poison.
Bomb_Smoke: smoke bomb
Trap : Smoke Bomb Targets : Something Wooden Parameters : Description: Causes blindness.
Bomb_Spores: spore bomb
Trap : Spore Bomb Targets : Diseased Meat Parameters : The name of the disease Description: Causes disease.
Bomb_Water: water bomb
Trap : Water Bomb Targets : Water container Parameters : Description: Extinguishes all flaming things.
Burning: Burning
Spell : Burning Hands School : Alteration Available: Numerous Classes(4) Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "BURNING HANDS" [TARGET NAME] Example : cast "burning hands" orc A fan of flames erupts from the casters hands, aimed at the target. This has the effect of hurting the target in many cases.
Chant: a Druidic Chant
Skill : CHANT Usage : CHANT [CHANT NAME] [TARGET NAME] Example : chant "shape change" Short(s) : CH Druids can invoke their magical abilities using the chant command. Some chants require that you direct the magic at a target, while others only apply to the druid. For help on a particular chant, enter help and then the name of the chant.
CommonSkill: Common Skill
Common Skills are the gathering skills, such as Foraging and Mining, and the Crafting skills, such as Carpentry and Blacksmithing.
CraftingSkill: Crafting Skill
Dance: a Dance
Skill : DANCE Usage : DANCE [SONG NAME] Example : dance foxtrot Short(s) : DA Bards can invoke their magical dances using the dance command. Some songs require that you direct the energy at a target, while others only apply to the bard. Dances can be stopped using the DANCE STOP command, or by simply moving to a new room. For help on a particular song, enter help and then the name of the song.
Disease: Disease
Disease : Disease Parameters : Example : Description: The base disease class. Should not normally be used for anything. Is not catchable.
Disease_Aids: Aids
Disease : AIDS Parameters : Example : Description: Aids lowers ones defences against all other diseases, and last forever. It is spread through sexual contact, and contracted by having sex with a monkey.
Disease_Alzheimers: Alzheimers
Disease : Alzheimers Parameters : Example : Description: This disease lowers ones intelligence and wisdom, and makes them forget their skills. It will also cause occassional wandering. It is the consequence of extreme age. It is not contagious, but is very hard to cure.
Disease_Amnesia: Amnesia
Disease : Amnesia Parameters : Example : Description: Amnesia removes the ability to remember skills, spells, etc for a time. It is the occasional consequence of rejuvinating after death. It is not contagious.
Disease_Anthrax: Anthrax
Disease : Anthrax Parameters : Example : Description: This horrid disease depleats constitution until death. It is the occassional affliction of sheep. It is spread by contact.
Disease_Arthritis: Arthritis
Disease : Arthritis Parameters : Example : Description: This disease lowers ones dexterity. It is the occasional consequence of age, gonorrhea, and lyme disease. It is not contagious.
Disease_Asthma: Asthma
Disease : Asthma Parameters : Example : Description: This condition lowers ones movement rate by 75%. It is not catchable by any known means. It is not contagious.
Disease_Blahs: Blahs
Disease : Blahs Parameters : Example : Description: Always fatigued, and impossible to understand when speaking, this disease is caused by excessive idle time.
Disease_Cancer: Cancer
Disease : Cancer Parameters : Example : Description: This disease depleats constitution, taking mana, movement, and hit points with it until death. It is the rare consequence of age. It is not contagious.
Disease_Cannibalism: Cannibalism
Disease : Cannibalism Parameters : Example : Description: This diseases causes the target to hunger only for the meat of his/her own race.
Disease_Carrier: Carrier of Disease
Disease : Carrier Parameters : Disease class name Example : Disease_Cancer Description: This strange condition is not catchable, and probably not harmful. Supposedly it carries other diseases. It is not contagious.
Disease_Chlamydia: Chlamydia
Disease : Chlamydia Parameters : Example : Description: This disease cuts movement in half, is spread sexually, and contracted as a very rare consequence roaming around swamps. It also makes one infertile and uninterested in sex.
Disease_Cold: Cold
Disease : Cold Parameters : Example : Description: Lowers strength and constitution, and does periodic minimal damage. It is contracted by running around in cold weather without sufficient clothing. It is spread by proximity to one infected.
Disease_Depression: Depression
Disease : Depression Parameters : Example : Description: Lowers attack and justice saves, creates a periodic sense of hunger, and actual fatigue and periodic sleep. Depression is caused by successful pregnancy, and possibly by witnessing the death of a follower.
Disease_Fever: Fever
Disease : Fever Parameters : Example : Description: Causes strange hallucinations. Is the occassional consequence of flu, gengrene, infections, lyme disease, malaria, pneumonia, and syphilis. It is not contagious.
Disease_Fleas: Fleas
Disease : Fleas Parameters : Example : Description: Affects ones dexterity for a time. Can be contracted from dogs and fidos. It is spread by contact, and proximity to the infected.
Disease_Flu: Flu
Disease : Flu Parameters : Example : Description: A form of severe cold, which lowers strength, constitution, hit points, mana, and movement, and does some periodic damage. Is the rare consequence of roaming around without sufficient clothing. It is spread by proximity to the infected.
Disease_FrostBite: Frost Bite
Disease : FROSTBITE Parameters : Example : Description: Frost bite afflicts a single extremety, which will fall off if the frost bite is not cured in time.
Disease_Gangrene: Gangrene
Disease : Gangrene Parameters : Example : Description: This horrid condition lowers charisma, and depleats maximum hit points until death. It is a consequence of an untreated infection. Gangrene also lowers ones healing rate.
Disease_Giggles: Contagious Giggles
Disease : Giggles Parameters : Example : Description: Other than being infectuous, this disease has no bad consequences. It is the result of untreated smiles. It is spread by proximity to the infected.
Disease_Gonorrhea: Gonorrhea
Disease : Gonorrhea Parameters : Example : Description: This std lowers ones attack ability, and makes one infertile and uninterested in sex. It is the rare result of wandering around jungles. It is spread sexually.
Disease_HeatExhaustion: Heat Exhaustion
Disease : HEAT EXHAUSTION Parameters : Example : Description: Someone suffering from heat exhaustion suffers hallucinations of other places until the disease runs its coarse or is cured.
Disease_Infection: Infection
Disease : Infection Parameters : Example : Description: This condition lowers ones rate of healing, even by magical means. It is the rare result of being badly hit in combat. It is not contagious.
Disease_Leeches: Leeches
Disease : LEECHES Parameters : Example : Description: Leeches prevent normal healing, but for the duration of the disease, will remove any poisons in the system of the one infected.
Disease_Lepresy: Leprosy
Disease : Leprosy Parameters : Example : Description: This disease fools one into thinking the damage their are taking is not severe. It is occasionally found in Kobold meat. It is spread by consumption only.
Disease_Lockjaw: Lockjaw
Disease : Lockjaw Parameters : Example : Description: This disease prevents eating, drinking, and speaking. It is the rare consequence of being hit in combat with a metal weapon in poor condition.
Disease_Lycanthropy: Lycanthropy
Disease : Lycanthropy Parameters : Example : Description: Those with this disease will become werewolves during full moons. It is spread by being scratched by the infected.
Disease_Lyme: Lyme Disease
Disease : Lyme Disease Parameters : Example : Description: This disease causes headaches which make one forget their skills or spells. It is spread by being scratched by the infected, or by consumption.
Disease_Magepox: Magepox
Disease : MagePox Parameters : Example : Description: This disease causes mana to be lost along with movement and hit points. It is the rare consequence of being under the affect of many malicious arcane spells. It is spread by proximity to the infected.
Disease_Malaria: Malaria
Disease : Malaria Parameters : Example : Description: This horrid disease lowers strength, constitution, movement, mana, and hit points, as well as doing periodic damage. It is the rare consequence of roaming around swamps and jungles. It is spread by proximity to the infected.
Disease_Migraines: Migraine Headaches
Disease : Migraines Parameters : Example : Description: Migraines make one forget their spells and skills. It is the occasional result of drinking alcoholic beverages. It is not contagious.
Disease_MummyRot: Mummy Rot
Disease : Mummy Rot Parameters : Example : Description: This horrid disease depleats constitution until death. It is only caught from combat with mummys. It is not contagious.
Disease_Narcolepsy: Narcolepsy
Disease : Narcolepsy Parameters : Example : Description: This curable disease causes one to fall asleep suddenly, to be weaker, and to suffer horrible fatigue. This disease is caused by sleeping while being excessively idle.
Disease_Obesity: Obesity
Disease : OBESITY Parameters : Example : Description: Obesity slows movement and increases weight. It is possible to catch whenever one eats while one is full. It is exacerbated when one eats while full. Only extreme exercise and laying off the food when not hungry.
Disease_Plague: The Plague
Disease : Plague Parameters : Example : Description: This disease lowers dexterity and constitution terribly, and does periodic damage. It is caught from evil magic. It is spread by proximity to the infected.
Disease_Pneumonia: Pneumonia
Disease : Pneumonia Parameters : Example : Description: This disease lowers hit points, mana, movement, constutition and strength, as well as doing periodic damage. It is a consequence of an untreated cold or flu. It is spread by proximity to the infected.
Disease_PoisonIvy: Poison Ivy
Disease : Poison Ivy Parameters : Example : Description: This disease lowers dexterity and charisma. It is the rare consequence of roaming around forests. It is spread by contact with the infected.
Disease_SARS: SARS
Disease : SARS Parameters : Example : Description: This disease lowers strength, constitution, hit points, mana, and movement, as well as causing bursts of damage. It occasionally comes from infected rat meat. It is spread by proximity to the infected.
Disease_Smiles: Contagious Smiles
Disease : Smiles Parameters : Example : Description: This disease has no bad consequences except for being annoying and infectuous. It is caught by being smiled at by an attractive member of the opposite sex. It is spread by proximity to the infected.
Disease_Syphilis: Syphilis
Disease : Syphilis Parameters : Example : Description: This disease depleats constitution, mana, movement, and hit points until death. It is the rare consequence of roaming around caves. It is spread sexually.
Disease_Tetnus: Tetnus
Disease : Tetnus Parameters : Example : Description: This disease depleats dexterity until death. It is the rare consequence of taking a hard hit from a metal weapon in poor condition. It is spread through consumption only.
Disease_Tinnitus: Tinnitus
Disease : TINNITUS Parameters : Example : Description: This ringing disease causes deafness. It is the rare consequence of being hit on the head while wearing a metal helmet. It is not contagious.
Disease_Vampirism: Vampirism
Disease : Vampirism Parameters : Example : Description: This disease causes light sensitivity, raises charisma, and eliminates the ability to swim. It is caught from the bodies of destroyed vampires. It is spread through consumption only.
Disease_Yawning: Yawning
Disease : Yawning Parameters : Example : Description: Other than being infectuous, this disease has no bad consequences. It is the result of being fatigued. It is spread by proximity to the infected.
DiseaseCure: A Cure
Ability : DISEASECURE Parameters : empty, or disease keyword Example : Example : cold Description: This skill removes the affects of a disease. If no parameter is given, it removes the affects of all diseases. Otherwise, it removes the affects only of the disease represented by the parameters. Like a Disease, the DiseaseCute, if added to a drink, food, or armor, will impart its benefits when drank, eaten, or worn respectively.
EnhancedCraftingSkill: Enhanced Crafting Skill
Falling: Falling
Ability : Falling Parameters : Example : Description: This affect governs falling items and mobs, in either direction (up or down).
Fighter_FieldTactics: Field Tactics
Skill : Field Tactics Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in the proper area type for the skill. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
FighterSkill: FighterSkill
Firebreath: Firebreath
Skill : Fire Breathing Available: Jester(9) Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 5 Commands : FIREBREATHING, FIREBREATH Usage : FIREBREATHE [TARGET NAME] Example : firebreathe orc If the player has a torch, or other burning object in his or her hands, they can use it to breathe fire at a target.
Frostbreath: Frostbreath
Ability : Frostbreath Parameters : Example : Description: Duh!
Gasbreath: Gasbreath
Ability : Gasbreath Parameters : Example : Description: Duh!
GatheringSkill: GatheringSkill
Immunities: Immunities
Ability : Immunities Parameters : [LIST OF IMMUNITIES] Example : FIRE GAS JUSTICE Description: Creates immunities to certain attacks in a mob. Immunities include: ALL ACID, WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE, POISON, UNDEAD. See also Prop_WeaponImmunity.
Inebriation: Inebriation
Ability : Inebriation Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine.
Injury: Injury
If you are hit in combat, you may receive damage to one or more limbs or body parts. Once combat is over, your damaged parts will begin to heal at the same rate as your hit points are re-gained. However, should a limb or body part become damaged 100% during combat, you will lose the use of that limb or body part, so be careful!
ItemRejuv: ItemRejuv
Ability : ItemRejuv Parameters : Don't worry about it Description: This ability governs rejuvinating items
Language: Languages
Command : LANGUAGES Usage : LANGUAGES Example : LANGUAGES Short(s): LANGS Lists any languages that you know, along with your proficiency in them. To use a language type SPEAK [LANGUAGE NAME].
Lighteningbreath: Lightningbreath
Ability : Lighteningbreath Parameters : Example : Description: Duh!
Paladin: Paladin's Amazement
Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good alignment.
How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance.
Paralysis: Paralysis
Spell : ClanEnchant Paralysis School : Enchantment/charm Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER] Example : cast "clanenchant paralysis" breastplate 5 When cast on an item, this spell will use up some of the clan's experince (how much depends on power put into the casting) to magically enhance the item with PARALYSIS magic. For what the different types of effects are, see HELP CLAN EQUIPMENT.
Play: a song played
Skill : PLAY Usage : PLAY [SONG NAME] Example : play accompaniment Short(s) : PL Bards can invoke their magical instruments using the play command. Some songs require that you direct the energy at a target, while others only apply to the bard. For help on a particular song, enter help and then the name of the song.
Play_Instrument: Instruments
Poison: Poison
Ability : Poison Parameters : Example : Description: The ability to poison, also the effect of a poison on an item, food, or drink. The standard poison does moderate strength/con damage, and moderate damage every few rounds.
Poison_Alcohol: Alcohol
Ability : Alcohol Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine.
Poison_BeeSting: Bee Sting
Ability : Bee Sting Parameters : Example : Description: Lowers strengh and constitution by one point. Does minute damage.
Poison_Bloodboil: Blood Boil
Ability : Bloodboil Parameters : Example : Description: Lowers strength, con (more), and attack. Does minute damage.
Poison_Caffeine: Poison_Hyper
Ability : Caffeine Parameters : Example : Description: Gives the person a 1/4 attack, increases dexterity, and prevents sleeping/sitting.
Poison_Decreptifier: Decreptifier
Ability : Decreptifier Parameters : Example : Description: Lowers strength, con, and dex by a LOT. Does minute damage.
Poison_Firebreather: Firebreather
Ability : Firebreather Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine. Also, may randomly assault all in the room with breath of fire.
Poison_Ghoultouch: Ghoultouch
Ability : Ghoul Touch Parameters : Example : Description: Lowers constitution and paralyzes the victim.
Poison_Glowgell: Glowgell
Ability : Glowgell Parameters : Example : Description: This benign substance makes the items it is applied to glow.
Poison_GoblinDrip: Goblin Drip
Ability : Goblin Drip Parameters : Example : Description: Lowers con a little, and strength by a LOT. Does minute damage.
Poison_Heartstopper: Heartstopper
Ability : Heart Stopper Parameters : Example : Description: Lowers con and strength a little, and does heavy damage for a few rounds (100hp total).
Poison_Hives: Hives
Ability : Hives Parameters : Example : Description: This is actually an allergic reaction to a foreign substance, which poisons the body and causes it to react with itching burning hives.
Poison_Liquor: Liquor
Ability : Liquor Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine.
Poison_Mindsap: Mindsap
Ability : MindSap Parameters : Example : Description: Lowers con little, and intelligence a lot.
Poison_Peppersauce: Peppersauce
Ability : Peppersauce Parameters : Example : Description: Lowers constitution, and blinds.
Poison_Rotten: Rotten
Ability : Rotten Parameters : Example : Description: Lowers constitution and strength, and creates damaging stomach aches.
Poison_Slumberall: Slumberall
Ability : Slumberall Parameters : Example : Description: Causes sleep.
Poison_Venom: Venom
Ability : Venom Parameters : Example : Description: Does moderate strength, and heavy constitution damage. Does moderate damage every couple of rounds for 10 rounds or so.
Poison_XXX: XXX
Ability : XXX Parameters : Example : Description: Does a little strength, and moderate constitution damage. Does very heavy damage every couple of rounds for 20 rounds or so.
Power_OctoArms: Octo-Arms
Power_OctoGrapple: Octo-Grapple
Power_SuperClimb: Super Climb
Power_TrapSense: Trap Sense
Power_WebSpinning: Web Spinning
Prayer: a Prayer
Prayer : Restoration Available: Cleric(30) Alignment: pure goodness, good Use Cost : Mana (all) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "RESTORATION" [TARGET NAME] Example : pray "restoration" bob At the cost of all mana, this prayer restores all hit points, cures any ailments, and restores any destroyed limbs.
Prayer_AuraStrife: Aura of Strife
Prayer : Aura of Strife Alignment: evil, pure evil Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Causes the those in the same room as the cleric to suffer a drop in charisma due to feelings of anger and hopelessness. Will also cause confusion in combat among those not in the clerics group.
Prayer_DivineFavor: Divine Favor
Prayer : Divine Favor Alignment: somewhat good, pure neutral, somewhat evil Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DIVINE FAVOR" [TARGET NAME] Example : pray "divine favor" bob The target gains the favor of his or her god, gaining 10% bonus to experience gain, 10% decrease in experience loss, and possibly getting his or her enemies struck down!
Prayer_HealingAura: Healing Aura
Prayer : Healing Aura Alignment: somewhat good, pure neutral, somewhat evil Invoked : Automatic Anyone not in combat with the possessor of this aura will benefit from a periodic casting of cure light wounds, remove poison, and cure disease.
Prayer_Refresh: Refresh
Prayer : Refresh Alignment: somewhat good, pure neutral, somewhat evil Use Cost : Mana (50) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REFRESH" [TARGET NAME] Example : pray "refresh" bob Restores the all mana, hit points, and movement. Cures all hunger, thirst, and fatigue.
Prayer_Regrowth: Regrowth
Prayer_ReligiousDoubt: Religious Doubt
Prayer_RemoveParalysis: Remove Paralysis
Pregnancy: Pregnancy
Remorting requires careful planning and, if you don't have the benefits of certain Druidic chants, lots of time. Remorting is done through your children. Children are created by using the MATE social with a member of the opposite sex while the both of you are suitably undressed. If pregnancy occurs in the female, birth will occur some 10 mud-months following this. The child should remain in the mothers inventory until it can walk, which occurs 9 mud- months following birth. If the child is Christened by a Cleric with a player legal name, and if the child remains as a follower of either the father or the mother until it grows up, it will become a player, which occurs 18-27 mud-months after birth. If the child does not remain an active follower, or if it is never Christened, it will grow up to be a mob, or perhaps not grow up at all! Should the named child grow up, the child will cease to be a following mob, and become a player which can be logged-in as. The child may be a mixed breed of the mother and father if one of them is a Human and the other is not. Racial benefits will be split between the mother and father, though children will have a bonus to their maximum stats when they become a player, making them a good choice for playing!
Prisoner: Prisoner
Ability : Prisoner Parameters : Example : Description: This mob property makes them unable to recall or magically leave their present location. It also prevents fleeing from combat.
Prop_AbilityImmunity: Ability Immunity
Property : Prop_AbilityImmunity Targets : Anything Parameters : list of abilities with optional error string, ';' delimited Example : Disease_Cold;Disease_Flu;Spell_Fireball Example : 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.
Prop_AbsorbDamage: Absorb Damage
Property : Prop_AbsorbDamage Targets : Items, Mobs Parameters : Damage Absorption percentages or amounts, the list of absorbed damage types Example : 50% +ALL -SILVER -CLOTH -LEATHER Example : 5 +ALL -MAGIC -SLASHING -FROSTING Example : 25% +ALL -LEVEL15 Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC Description: Whenever the the item with this property is worn, or for the mob 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. 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. -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.
Prop_AddDamage: Additional Damage
Property : Prop_AddDamage Targets : Items, Mobs Parameters : Extra Damage percentages or amounts, the list of extra damage types Example : 50% +ALL -SILVER -CLOTH -LEATHER Example : 5 +ALL -MAGIC -SLASHING -FROSTING Example : 25% +ALL -LEVEL15 Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC Description: Whenever the the item with this property is worn, or for the mob with this property, they will do or sustain extra damage from the types and/or materials of weapons 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 parameters: +ALL - Specifies that, by default, the mob has ALL types of damage added to. -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 add damage from the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, 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 add 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 add damage from materials of 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds 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 adds damage from traps.
Prop_AreaForSale: Putting an area up for sale
Property : Prop_AreaForSale Targets : Areas Parameters : (RENTAL )Price of the area Example : 1000000 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.
Prop_AstralSpirit: Astral Spirit
Property : Prop_AstralSpirit Targets : MOBs Parameters : Example : Description: This property makes the mob into an incorporeal spirit. It is used to support the "Astral Projection" chant.
Prop_Auction: Auction Ticker
Property : Prop_Auction Targets : NONE! Parameters : Example : Description: This is a tickable property used to implement the auction feature of coffeemud. It should not be added or applied to any other object.
Prop_ClanEquipment: Clan Equipment
Property : Prop_ClanEquipment Targets : Items Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE] Example : Acid 5 "The Skooters" "Guild" Description: Base property for clan equipment. Do not use independent of the clan spells.
Prop_ClosedDayNight: Day/Night Visibility
Property : Prop_ClosedDayNight Targets : Items, Mobs, Rooms, Exits Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#) Example : DAY Example : SLEEP HOURS=5-10 Example : "Home=My Area#123" SLEEP LOCKUP Example : "Home=Bob`s House" SLEEP LOCKUP "MSG=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 string for them to say whenever someone tries to interact with them as a shopkeeper during closed hours.
Prop_ClosedSeason: Contingent Visibility
Property : Prop_Closedseason Targets : Items, Mobs, Rooms, Exits Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE Parameters : THUNDERSTORM/BLIZZARD/WINDY Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY) Example : DAY Example : WINTER BLIZZARD 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.
Prop_CombatAdjuster: Adjust combat stats
Property : Prop_CombatAdjuster Targets : MOB Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT NUMER]) Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER]) Example : Example : ATTACK+25 DAMAGE-20 Description: This property adjusts a mobs current stats by a percentage value as specified. This property is mostly useless for builders, but has internal uses.
Prop_CommonTwister: Common Twister
Property : Prop_CommonTwister Targets : Anything Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW]) (MATERIAL=[*/NEW]);([REPEAT]) Example : skill=Foraging mask=berries name="some corn" display="some corn is here" material=corn Example : skill=* mask=* name="some stuff" display="some stuff";skill=* mask=* name="some other" display="some other" Example : 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, or MATERIAL). For each parameter, * may be used to match anything or a random thing.
Prop_Crawlspace: Room navigation limitation
Property : Prop_Crawlspace Targets : Exits, Rooms, Areas Parameters : Example : Description: Forces players to crawl through the exit or room with this property.
Prop_Doppleganger: Doppleganger
Property : Prop_Doppleganger Targets : Mobs, Items Parameters : nothing, a level change + or -, a level %, or MAX/MIN parms Example : Example : 10 Example : 150% Example : MAX=20 MIN=5 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". 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.
Prop_EnlargeRoom: Change a rooms movement requirements
Property : Prop_EnlargeRoom Targets : Rooms, Areas Parameters : number or adjustment of movement points Example : 2 Example : +2 Example : -2 Example : /2 Example : *2 Example : /2.5 Example : *1.5 Description: Change the number of movement points required to cross the room, the +-/* signs may be used to adjust the amount for a given room, or an absolute value may be given.
Prop_EnterAdjuster: Room entering adjuster
Property : Prop_EnterAdjuster Targets : Rooms, Exits Parameters : statistic names followed by a +, -, or = and a value Example : and/or spells separated by semicolons, and an optional mask Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless; Example : str+2 dex-2 move+100 MASK=-Race +Dwarf Example : 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 parameters noted above. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) 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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size), experience, practices trains, questpoints, coins.
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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_Familiar: Find Familiar Property
Property : Prop_Familiar Targets : MOB Parameters : The familiar code number or name Example : 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.
Prop_FightSpellCast: Casting spells when properly used during combat
Property : Prop_FightSpellCast Targets : Weapon (Item) Parameters : A percentage, and proper spell names separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : 50%;Spell_Invisible;Prayer_Sanctuary Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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.
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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HaveAdjuster: Adjustments to stats when owned
Property : Prop_HaveAdjuster Targets : Items Parameters : statistic names followed by a +, -, or = and a value Parameters : The above parameters may be followed by an optional mask Example : str+2 dex-2 move+100 class=thief race=elf gender=F Example : str+2 dex-2 move+100 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, and gender parameters noted above. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) 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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size).
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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HaveEnabler: Granting skills when owned
Property : Prop_HaveEnabler Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HaveResister: Resistance due to ownership
Property : Prop_HaveResister Targets : Items Parameters : resistance names followed by percentages Parameters : Parameters may be followed by an optional mask Example : magic 50% poison -10% Example : magic 50% poison -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 electrical mind magic cold acid water evil (undead) Resistances: justice (as per many thief abilities) Resistances: weapons blunt pierce slash (reduced damage) Immunities : teleport (includes gate, summon) holy disease poison
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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HaveSpellCast: Casting spells when owned
Property : Prop_HaveSpellCast Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HaveZapper: Restrictions to ownership
Property : Prop_HaveZapper Targets : Items Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : "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. Valid masking parameters include: +SYSOP (allow archons or area staff to bypass the rules) -SYSOP (always disallow archons and area staff) -PLAYER (disallow all players) -MOB (disallow all mobs/npcs) -CLASS (disallow all classes) -CLASS +thief +mage +ranger (create exceptions) -BASECLASS (disallow all base classes) -BASECLASS +thief +mage +ranger (create exceptions) -thief -mage -ranger (disallow only listed classes) -RACE (disallow all races) -RACE +elf +dwarf +human +half +gnome (create exceptions) -elf -dwarf -human -half -gnome (disallow only listed races) -RACECAT (disallow all racial categories) -RACECAT +elf +insect +humanoid +canine +gnome (create exceptions) +RACECAT (do not disallow all racial categories) +RACECAT -elf -insect -humanoid -canine -gnome (create exceptions) -ALIGNMENT (disallow all alignments) -ALIGNMENT +evil +good +neutral (create exceptions) -evil -good -neutral (disallow only listed alignments) -GENDER (disallow all genders) -GENDER +male +female +neuter (create exceptions) -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -TATTOOS (disallow all tattoos, even a lack of a tatoo) -TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions) +TATTOOS (do not disallow any or no tattoos) +TATTOOS -mytattoo -anytatto, etc.. (create exceptions) -EXPERTISES (disallow all expertises, even a lack of a edus) -EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions) +EXPERTISES (do not disallow any or no expertises) +EXPERTISES -myedu -anyedu, etc.. (create exceptions) -SECURITY (disallow all security flags, even a lack of a security) -SECURITY +cmdrooms +area cmditems etc.. (create exceptions) +SECURITY (do not disallow any or no expertises) +SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -ITEM "+item name" etc... (disallow only those with an item name) -WORN "+item name" etc... (disallow only those wearing item name) -EFFECTS (disallow anyone, even no effects) -EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) +EFFECTS (do not disallow anyone, even non effected people) +EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) -SKILLS (disallow anyone, even those with no skill) -SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) +SKILLS (do not disallow anyone, even non skilled people) +SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) -MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -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 X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs) +WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp) -SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)
Prop_HereAdjuster: Adjustments to stats when here
Property : Prop_HereAdjuster Targets : Rooms Parameters : statistic names followed by a +, -, or = and a value Parameters : The above parameters may be followed by an optional mask Example : str+2 dex-2 move+100 class=thief race=elf gender=F Example : str+2 dex-2 move+100 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 parameters noted above. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) 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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size).
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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_HereSpellCast: Casting spells when here
Property : Prop_HereSpellCast Targets : Rooms Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_Hidden: Persistant Hiddenness
Property : Prop_Hidden Targets : MOB Parameters : (UNLOCATABLE) Example : Example : unlocatable Description: An alternative to setting a mob permanently hidden, this will keep the MOB 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 the mob hidden again.
Optional flags include: Unlocatable - makes the item unlocatable by spells, or an area unrecommended by the WHERE command.
Prop_Invisibility: Persistant Invisibility
Property : Prop_Invisibility Targets : MOB Parameters : Example : 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.
Prop_ItemTransporter: Item Transporter
Property : Prop_ItemTransporter Targets : Rooms, MOBs, Items (Containers) Parameters : The transporter KEY Example : 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.
Prop_ItemTransReceiver: Item Transporter Receiver
Property : Prop_ItemTransReceiver Targets : Rooms, MOBs, Items (Containers) Parameters : The transporter KEY Example : KEYX123 Description: See Prop_ItemTransporter above.
Prop_LangTranslator: Language Translator
Property : Prop_LangTranslator Targets : Mobs, Items, Rooms Parameters : nothing, a list of languages optionally preceeded by a % chance Example : Example : 100% Dwarven 50% Elvish Example : Dwarven Elvish Example : 75% Dwarven Elvish Description: This is property allows 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.
Prop_LimitedItems: Limited Item
Property : Prop_LimitedItems Targets : Items Parameters : The number of items with this name to maintain Example : 3 Description: This property will ensure that no more than the given number of items with the same name 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.
Prop_LocationBound: Leave the specified area, or room
Property : Prop_LocationBound Targets : Items, Mobs Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID] Example : AREA Example : ROOM Example : My Happy Area Example : 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.
Prop_LotsForSale: Putting many rooms up for sale
Property : Prop_LotsForSale Targets : Room Parameters : (RENTAL) Price of each room on the lot Example : 1000000 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 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.
Prop_MagicFreedom: Magic Neutralizing
Property : Prop_MagicFreedom Targets : Room Parameters : Example : Description: Cancels all magical effects in the room. If placed on a mob, will cancel magical effects in the same room as the mob.
Prop_MOBEmoter: a Property
Property : Prop_MOBEmoter Targets : Room, Area, Item, Mob, Exit Parameters : Same as Emoter Behavior Parameters : Same as Emoter Behavior Description: This property 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.
Prop_ModExperience: Modifying Experience Gained
Property : Prop_ModExperience Targets : MOBs, Items, Rooms, Areas Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK]) Example : 500 Example : 500;-race +orc Example : =10% Example : +20% Example : +20%;-class +Fighter +Mage -Race +Elf Example : *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 slayer meets the mask parameters (optional). If placed on an item, the experience will be granted to the wearer (or wielder or holder), so long as the mob killed meets the mask (optional). If placed on a Room or Area, the experience will be greated to another who meets the (optional) mask requirements.If no mask is given, the experience is always granted. Valid masks are: +SYSOP (allow archons or area staff to bypass the rules) -SYSOP (always disallow archons and area staff) -PLAYER (disallow all players) -MOB (disallow all mobs/npcs) -CLASS (disallow all classes) -CLASS +thief +mage +ranger (create exceptions) -BASECLASS (disallow all base classes) -BASECLASS +thief +mage +ranger (create exceptions) -thief -mage -ranger (disallow only listed classes) -RACE (disallow all races) -RACE +elf +dwarf +human +half +gnome (create exceptions) -elf -dwarf -human -half -gnome (disallow only listed races) -RACECAT (disallow all racial categories) -RACECAT +elf +insect +humanoid +canine +gnome (create exceptions) +RACECAT (do not disallow all racial categories) +RACECAT -elf -insect -humanoid -canine -gnome (create exceptions) -ALIGNMENT (disallow all alignments) -ALIGNMENT +evil +good +neutral (create exceptions) -evil -good -neutral (disallow only listed alignments) -GENDER (disallow all genders) -GENDER +male +female +neuter (create exceptions) -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -TATTOOS (disallow all tattoos, even a lack of a tatoo) -TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions) +TATTOOS (do not disallow any or no tattoos) +TATTOOS -mytattoo -anytatto, etc.. (create exceptions) -EXPERTISES (disallow all expertises, even a lack of a edus) -EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions) +EXPERTISES (do not disallow any or no expertises) +EXPERTISES -myedu -anyedu, etc.. (create exceptions) -SECURITY (disallow all security flags, even a lack of a security) -SECURITY +cmdrooms +area cmditems etc.. (create exceptions) +SECURITY (do not disallow any or no expertises) +SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -ITEM "+item name" etc... (disallow only those with an item name) -WORN "+item name" etc... (disallow only those wearing item name) -EFFECTS (disallow anyone, even no effects) -EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) +EFFECTS (do not disallow anyone, even non effected people) +EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) -SKILLS (disallow anyone, even those with no skill) -SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) +SKILLS (do not disallow anyone, even non skilled people) +SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) -MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -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 X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs) +WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp) -SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)
Prop_NarrowLedge: The Narrow Ledge
Property : Prop_NarrowLedge Targets : Rooms, Exits Parameters : check=[%] name=[NAME OF THE LEDGE] Example : check=16 name="the narrow ledge" Example : check=25 name="a tightrope" 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. 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.
Prop_NewDeathMsg: NewDeathMsg
Property : Prop_NewDeathMsg Targets : MOB Parameters : the new death string Example : Description: Makes the mob with this property emote a different death string than the normal one.
Prop_NoChannel: Channel Neutralizing
Property : Prop_NoChannel Targets : Room, Area, MOB Parameters : Semicolon delimited list of channel names and or flags QUIET; SENDOK Example : SENDOK;GOSSIP;CHAT Example : 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.
Prop_NoCharm: Charm Spell Neutralizing
Property : Prop_NoCharm Targets : MOBS, Room, Area Parameters : Example : Description: Disallows the casting of charm like affects in the area, or against the target mob.
Prop_NoDamage: No Damage
Property : Prop_NoDamage Targets : Mobs, Weapons Parameters : Example : Description: Makes a weapon or mob incapable of doing any real damage.
Prop_NoOrdering: Group/Ordering Neutralizing
Property : Prop_NoOrdering Targets : MOBs, Room, Area Parameters : Example : Description: Disallows ordering by non-admins in the area, or against the target mob.
Prop_NoPKill: No Player Killing
Property : Prop_NoPKill Targets : Room, Area Parameters : Example : Description: Cancels all player killing in the room or area.
Prop_NoPurge: Prevents automatic purging
Property : Prop_NoPurge Targets : Rooms, Containers, Items Parameters : Example : 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.
Prop_NoRecall: Recall Neuralizing
Property : Prop_NoRecall Targets : Room, Area, Items Parameters : Example : 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.
Prop_NoSummon: Summon Spell Neutralizing
Property : Prop_NoSummon Targets : Room, Area Parameters : Example : Description: Disallows summoning of creatures or people INTO the affected place.
Prop_NoTeleport: Teleport INTO Spell Neutralizing
Property : Prop_NoTeleport Targets : Room, Area Parameters : Example : Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells INTO this area.
Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing
Property : Prop_NoTeleportOut Targets : Room, Area Parameters : Example : Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells OUT OF this area.
Prop_NoTelling: Tel Neutralizing
Property : Prop_NoTelling Targets : Room, Area Parameters : Example : Description: Cancels all tell message sending in the room. You can also add this to player mobs as punishment or to shut them up.
Prop_OpenPassword: Opening Password
Property : Prop_OpenPassword Targets : Containers, Exits Parameters : The password which must be spoken Example : open sesame 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.
Prop_PeaceMaker: Strike Neuralizing
Property : Prop_PeaceMaker Targets : Rooms, Areas, MOBs Parameters : optional list of mob statements, room emotes, semicolon delimited Example : Example : No Fighting Here!;Make Love, not War!;You should not do that. Description: Cancels any fighting in the room.
Prop_PracticeDummy: Practice Dummy
Property : Prop_PracticeDummy Targets : Mobs Parameters : (KILLABLE) Example : Example : 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.
Prop_ReqAlignments: Alignment Limitations
Property : Prop_ReqAlignments Targets : Rooms, Areas, Exits Parameters : alignment masks listed below Example : -all +good Description: (DEPRECATED -- See PropReqEntry) 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)
Prop_ReqCapacity: Capacity Limitations
Property : Prop_ReqCapacity Targets : Areas, Room Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX] INDOOR=[T/F] Example : people=2 Example : players=3 mobs=2 indoor=true Example : 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 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.
Prop_ReqClasses: Class Limitations
Property : Prop_ReqClasses Targets : Rooms, Areas, Exits Parameters : class masks listed below Example : -all +thief Description: (DEPRECATED -- See PropReqEntry) 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 alignment) +thief +mage +bard (create exceptions to -all) -thief -mage -bard (disallow only listed classes)
Prop_ReqEntry: All Room/Exit Limitations
Property : Prop_ReqEntry Targets : Rooms, Areas, Exits, Portals Parameters : room masks listed below Example : -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) +SYSOP (allow archons or area staff to bypass the rules) -SYSOP (always disallow archons and area staff) -PLAYER (disallow all players) -MOB (disallow all mobs/npcs) -CLASS (disallow all classes) -CLASS +thief +mage +ranger (create exceptions) -BASECLASS (disallow all base classes) -BASECLASS +thief +mage +ranger (create exceptions) -thief -mage -ranger (disallow only listed classes) -RACE (disallow all races) -RACE +elf +dwarf +human +half +gnome (create exceptions) -elf -dwarf -human -half -gnome (disallow only listed races) -RACECAT (disallow all racial categories) -RACECAT +elf +insect +humanoid +canine +gnome (create exceptions) +RACECAT (do not disallow all racial categories) +RACECAT -elf -insect -humanoid -canine -gnome (create exceptions) -ALIGNMENT (disallow all alignments) -ALIGNMENT +evil +good +neutral (create exceptions) -evil -good -neutral (disallow only listed alignments) -GENDER (disallow all genders) -GENDER +male +female +neuter (create exceptions) -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -TATTOOS (disallow all tattoos, even a lack of a tatoo) -TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions) +TATTOOS (do not disallow any or no tattoos) +TATTOOS -mytattoo -anytatto, etc.. (create exceptions) -EXPERTISES (disallow all expertises, even a lack of a edus) -EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions) +EXPERTISES (do not disallow any or no expertises) +EXPERTISES -myedu -anyedu, etc.. (create exceptions) -SECURITY (disallow all security flags, even a lack of a security) -SECURITY +cmdrooms +area cmditems etc.. (create exceptions) +SECURITY (do not disallow any or no expertises) +SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -ITEM "+item name" etc... (disallow only those with an item name) -WORN "+item name" etc... (disallow only those wearing item name) -EFFECTS (disallow anyone, even no effects) -EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) +EFFECTS (do not disallow anyone, even non effected people) +EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) -SKILLS (disallow anyone, even those with no skill) -SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) +SKILLS (do not disallow anyone, even non skilled people) +SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) -MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -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 X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs) +WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp) -SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)
Prop_ReqHeight: Height Restrictions
Property : Prop_ReqHeight Targets : Areas, Room, Exit Parameters : a maximum height to enter Example : 12 Description: Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.
Prop_ReqLevels: Level Limitations
Property : Prop_ReqLevels Targets : Room, Areas, Exits Parameters : ==, <=, >=, >, or < followed by a level number Example : <=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.
Prop_ReqNoMOB: Monster Limitations
Property : Prop_ReqNoMOB Targets : Room, Areas, Exit Parameters : optional nosneak parameter Example : Example : 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.
Prop_ReqPKill: Playerkill ONLY Zone
Property : Prop_ReqPKill Targets : Room, Exit, Area Parameters : Example : Description: Allows access only to those players who have their playerkill flag set.
Prop_ReqRaces: Room/Exit Race Limitations
Property : Prop_ReqRaces Targets : Rooms, Areas, Exits Parameters : room masks listed below Example : -all +elf Description: (DEPRECATED -- See PropReqEntry) 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)
Prop_ReqStat: Require stat values
Property : Prop_ReqStat Targets : Rooms, Areas, Exits, Portals Parameters : mob character stat expressions as shown in example Example : 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..
Prop_ReqTattoo: Tattoo Limitations
Property : Prop_ReqTattoo Targets : Rooms, Areas, Exits, Items Parameters : tattoo masks listed below Example : -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) -all (disallow all tattos) nofol (disallow followers of appropriate alignment) +none (allow mobs without ANY tattoos, creates an exception to -all) +TATTOONAME (create exceptions to -all) -TATTOONAME (disallow only the listed tattoos)
Prop_Resistance: Resistance to Stuff
Property : Prop_Resistance Targets : MOB Parameters : see Prop_HaveResister Example : see Prop_HaveResister Description: Gives a mob natural resistances and immunities. See Prop_HaveResister for more information.
Prop_RestrictSpells: Specific Spell Neutralizing
Property : Prop_RestrictSpells Targets : Room, Area Parameters : proper spell names separated by semicolons Example : Spell_Sleep;Skill_Recall; Description: Cancels the effects of the listed spells when cast on or in the room.
Prop_Retainable: Ability to set Price/Retainability of a pet.
Property : Prop_Retainable Targets : Mobs Parameters : The value of the mob to shopkeepers Parameters : Price of the mob per period;number of days per period Example : 100000 Example : 100;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.
Prop_RideAdjuster: Adjustments to stats when ridden
Property : Prop_RideAdjuster Targets : Items and Mobs Parameters : see Prop_HaveAdjuster Example : 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.
Prop_RideEnabler: Granting skills when ridden
Property : Prop_RideEnabler Targets : Items and MOBS Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_RideResister: Resistance due to riding
Property : Prop_RideResister Targets : Items and Mobs Parameters : see Prop_HaveResister Example : see Prop_HaveResister 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. See Prop_HaveResister for more information on valid parameters for this property.
Prop_RideSpellCast: Casting spells when ridden
Property : Prop_RideSpellCast Targets : Items and MOBS Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_RideZapper: Restrictions to riding
Property : Prop_RideZapper Targets : Items and Mobs Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : "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. Valid masking parameters include: +SYSOP (allow archons or area staff to bypass the rules) -SYSOP (always disallow archons and area staff) -PLAYER (disallow all players) -MOB (disallow all mobs/npcs) -CLASS (disallow all classes) -CLASS +thief +mage +ranger (create exceptions) -BASECLASS (disallow all base classes) -BASECLASS +thief +mage +ranger (create exceptions) -thief -mage -ranger (disallow only listed classes) -RACE (disallow all races) -RACE +elf +dwarf +human +half +gnome (create exceptions) -elf -dwarf -human -half -gnome (disallow only listed races) -RACECAT (disallow all racial categories) -RACECAT +elf +insect +humanoid +canine +gnome (create exceptions) +RACECAT (do not disallow all racial categories) +RACECAT -elf -insect -humanoid -canine -gnome (create exceptions) -ALIGNMENT (disallow all alignments) -ALIGNMENT +evil +good +neutral (create exceptions) -evil -good -neutral (disallow only listed alignments) -GENDER (disallow all genders) -GENDER +male +female +neuter (create exceptions) -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -TATTOOS (disallow all tattoos, even a lack of a tatoo) -TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions) +TATTOOS (do not disallow any or no tattoos) +TATTOOS -mytattoo -anytatto, etc.. (create exceptions) -EXPERTISES (disallow all expertises, even a lack of a edus) -EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions) +EXPERTISES (do not disallow any or no expertises) +EXPERTISES -myedu -anyedu, etc.. (create exceptions) -SECURITY (disallow all security flags, even a lack of a security) -SECURITY +cmdrooms +area cmditems etc.. (create exceptions) +SECURITY (do not disallow any or no expertises) +SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -ITEM "+item name" etc... (disallow only those with an item name) -WORN "+item name" etc... (disallow only those wearing item name) -EFFECTS (disallow anyone, even no effects) -EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) +EFFECTS (do not disallow anyone, even non effected people) +EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) -SKILLS (disallow anyone, even those with no skill) -SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) +SKILLS (do not disallow anyone, even non skilled people) +SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) -MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -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 X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs) +WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp) -SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)
Prop_RoomDark: Darkening Property
Property : Prop_RoomDark Targets : Areas, Room Parameters : Example : Description: Makes a room dark, so that you need a light to see it.
Prop_RoomForSale: Putting a room up for sale
Property : Prop_RoomForSale Targets : Room Parameters : (RENTAL) Price of the room Example : 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 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.
Prop_RoomsForSale: Putting a cluster of rooms up for sale
Property : Prop_RoomsForSale Targets : Room Parameters : (RENTAL) Price of the group ofroom Example : 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 rental flag.
Prop_RoomUnmappable: Unmappable Room/Area
Property : Prop_RoomUnmappable Targets : Areas, Room Parameters : (MAPOK) (NOEXPLORE) Example : Example : NOEXPLORE Description: Makes a room unable to be mapped, explored, or seen with regional awareness. Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter disables the unmappable aspect.
Prop_RoomView: Different Room View
Property : Prop_RoomView Targets : Exits, Rooms, Items Parameters : Room ID of the room to show Example : Midgaard#3001 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.
Prop_RoomWatch: Different Room Can Watch
Property : Prop_RoomWatch Targets : Rooms Parameters : Room IDs of the rooms that may watch here, ; delimited Example : Midgaard#3001;Midgaard#3002;Midgaard#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.
Prop_SafePet: Unattackable Pets
Property : Prop_SafePet Targets : MOB Parameters : Example : Description: Makes the mob with this property completely unattackable.
Prop_ScrapExplode: Scrap Explode
Property : PROP_SCRAPEXPLODE Targets : Items Parameters : Description: Makes an item explode when scrapped.
Prop_Smell: A Smell
Property : Prop_Smell Targets : MOBS, Items, Rooms Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...) Example : <T-NAME> smells flowery! Example : <T-NAME> smells awful!;<T-NAME> smells BAD! Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD! Example : 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.
Prop_SparringRoom: Player Death Neutralizing
Property : Prop_SparringRoom Targets : Areas, Room Parameters : (ROOMID) Example : 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.
Prop_SpellAdder: Casting spells on oneself
Property : Prop_SpellAdder Targets : Rooms, Items, MOBs Parameters : See Prop_HereSpellCast Parameters : See Prop_HereSpellCast Example : 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.
Prop_SpellReflecting: Spell reflecting property
Property : Prop_SpellReflecting Targets : MOBs, Items Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM]) Example : min=1 max=30 chance=100 fade=0 remain=100 Example : 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 persistant or detructive. 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 persistant. 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.
Prop_StatTrainer: Good training MOB
Property : Prop_StatTrainer Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH) Example : Example : CON=10 Example : 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, 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. If you do not want the mob to also be a trainer, you may include the NOTEACH flag.
Prop_Tattoo: A Tattoo
Property : Prop_Tattoo Targets : MOB Parameters : tattoo names delimited by semicolons Example : ;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.
Prop_TattooAdder: A Tattoo
Property : Prop_TattooAdder Targets : MOBs, Items, Exits, Rooms, Targets : Areas, Weapons, Food, Drink, Armor Parameters : tattoo name to grant or remove Example : MANLYMEN Example : -MANLYMEN Example : +-MANLYMEN Example : +~MANLYMEN Example : +-~MANLYMEN Example : +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 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
Prop_TicketTaker: Ticket Taker
Property : Prop_TicketTaker Targets : Mobs, Items Parameters : Cost of boarding Example : 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.
Prop_Trainer: THE Training MOB
Property : Prop_Trainer Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH) Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES) Example : Example : CON=10 Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH Example : 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.
Prop_Transporter: Room entering adjuster
Property : Prop_Transporter Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor Parameters : Room ID Example : Midgaard#3001 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
Prop_Trashcan: Auto purges items put into a container
Property : Prop_Trashcan Targets : Room, Container Item Parameters : Example : Description: Causes all items dropped, or placed in the host container to be immediately destroyed and to cease to exist.
Prop_UseSpellCast: Casting spells when used
Property : Prop_UseSpellCast Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_UseSpellCast2: Casting spells when used
Property : Prop_UseSpellCast2 Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: When the item with this property is touched, or in the cast of food and drink, eaten or drank, the owner will be affected by the 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_WeakBridge: Weak Rickity Bridge
Property : Prop_WeakBridge Targets : Rooms, Exits Parameters : max=[WEIGHT] chance=[%] down=[# TICKS] Example : 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.
Prop_WeaponImmunity: Weapon Immunity
Property : Prop_WeaponImmunity Targets : Items, Mobs Parameters : List of immunities Example : +ALL -SILVER -CLOTH -LEATHER Example : +ALL -MAGIC -SLASHING -FROSTING Example : +ALL -LEVEL15 Example : +BASHING +IRON +STEEL +MAGIC Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER Description: Whenever the 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.
Prop_WearAdjuster: Adjustments to stats when worn
Property : Prop_WearAdjuster Targets : Items (armor and weapons principally) Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag Example : str+2 dex-2 move+100 class=thief race=elf gender=F Example : 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.
Prop_WearEnabler: Granting skills when worn/wielded
Property : Prop_WearEnabler Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Parameters : The above parameters may include optional LAYERED flag Example : Spell_MageArmor;Spell_Shield Example : Spell_MageArmor;LAYERED;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_WearResister: Resistance due to worn
Property : Prop_WearResister Targets : Items (armor and weapons principally) Parameters : see Prop_HaveResister, and may include optional LAYERED flag Example : magic 50% poison -10% Example : 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. See Prop_HaveResister for more information on the valid parameters for this property.
Prop_WearSpellCast: Casting spells when worn
Property : Prop_WearSpellCast Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Parameters : The above parameters may include optional LAYERED flag Example : Spell_MageArmor;Spell_Shield Example : Spell_MageArmor;LAYERED;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is being worn or wielded, 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 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 Prop_HaveZapper for more information on zapper mask syntax.
Prop_WearZapper: Restrictions to wielding/wearing/holding
Property : Prop_WearZapper Targets : Items Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : "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. Valid masking parameters include: +SYSOP (allow archons or area staff to bypass the rules) -SYSOP (always disallow archons and area staff) -PLAYER (disallow all players) -MOB (disallow all mobs/npcs) -CLASS (disallow all classes) -CLASS +thief +mage +ranger (create exceptions) -BASECLASS (disallow all base classes) -BASECLASS +thief +mage +ranger (create exceptions) -thief -mage -ranger (disallow only listed classes) -RACE (disallow all races) -RACE +elf +dwarf +human +half +gnome (create exceptions) -elf -dwarf -human -half -gnome (disallow only listed races) -RACECAT (disallow all racial categories) -RACECAT +elf +insect +humanoid +canine +gnome (create exceptions) +RACECAT (do not disallow all racial categories) +RACECAT -elf -insect -humanoid -canine -gnome (create exceptions) -ALIGNMENT (disallow all alignments) -ALIGNMENT +evil +good +neutral (create exceptions) -evil -good -neutral (disallow only listed alignments) -GENDER (disallow all genders) -GENDER +male +female +neuter (create exceptions) -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -TATTOOS (disallow all tattoos, even a lack of a tatoo) -TATTOOS +mytatto +thistattoo +anytattoo etc.. (create exceptions) +TATTOOS (do not disallow any or no tattoos) +TATTOOS -mytattoo -anytatto, etc.. (create exceptions) -EXPERTISES (disallow all expertises, even a lack of a edus) -EXPERTISES +myedu +thisedu +anyedu etc.. (create exceptions) +EXPERTISES (do not disallow any or no expertises) +EXPERTISES -myedu -anyedu, etc.. (create exceptions) -SECURITY (disallow all security flags, even a lack of a security) -SECURITY +cmdrooms +area cmditems etc.. (create exceptions) +SECURITY (do not disallow any or no expertises) +SECURITY -cmdrooms +area cmditems, etc.. (create exceptions) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -ITEM "+item name" etc... (disallow only those with an item name) -WORN "+item name" etc... (disallow only those wearing item name) -EFFECTS (disallow anyone, even no effects) -EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions) +EFFECTS (do not disallow anyone, even non effected people) +EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions) -SKILLS (disallow anyone, even those with no skill) -SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency) +SKILLS (do not disallow anyone, even non skilled people) +SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency) -MATERIAL "+WOODEN" etc.. (<WORN> only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not <WORN> items of subtracted materials) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (<WORN> only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not <WORN> objs of subtracted classes) -RESOURCES "+OAK" etc.. (<WORN> only items of added resources) +RESOURCES "-OAK" etc.. (Do not <WORN> items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -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 X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (<WORN> only items wearable on added locs) +WORNON "-NECK" etc.. (Do not <WORN> items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (<WORN> only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not <WORN> only with sub disp) -SENSES "+CANSEEDARK" etc.. (<WORN> only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not <WORN> those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)
Prop_Weather: Weather Setter
Property : Prop_Weather Targets : Areas Parameters : the weather type Example : RAIN 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"
Prop_WizInvis: Wizard Invisibility
Property : Prop_WizInvis Targets : MOBs Parameters : Example : Description: Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
Property: a Property
Ranger_WoodlandLore: Woodland Lore
Skill : Woodland Lore Invoked : Automatic Usage : automatic Example : So long as the Ranger is in the wild, he or she will have gain a advantage in attack, damage, and armor adjustements.
Regeneration: Stat Regeneration
Prayer : Regeneration Available: Several Classes(25) Alignment: somewhat good, pure neutral, somewhat evil Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY REGENERATION Example : pray regeneration The caster recovers hit points, mana, and movement at FOUR times the normal rate, for the duration of the prayer.
Sinking: Sinking
Ability : Sinking Parameters : Example : Description: This affect governs sinking items and mobs, in either direction (up or down).
Skill_AllBreathing: All Breathing
Ability : Skill_AllBreathing Parameters : Example : Description: Allows the mob to breath in any conditions or environments. Great for golems and other non-breathing creatures.
Skill_Explosive: Explosive Touch
Ability : Skill_Explosive Parameters : Example : Description: A high-damage skill.
Skill_Track: Tracking
Ability : Skill_Track Parameters : mob name, or rooms separated by ; Example : Hassan is here Example : Midgaard#3001;Midgaard#3002;Midgaard#3003 Description: Allows the mob track to a particular mob or room. Unlike the ranger track, this skill will force mobs to automatically unlock, open, close and lock doors that obstruct them.
Skill_UndeadInvisibility: Undead Invisibility
Skill : Undead Invisibility Invoked : Automatic Example : Allows the priest or paladin to walk among the undead without being assaulted.
Soiled: Soiled
Song: a Song
Song : Lightness Available: Jester(11) Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 2 Commands : SING, SI Usage : SING LIGHTNESS Example : sing lightness Friends of the bard who hear this song to become light as a feather, able to fall from high places without taking damage.
SoundEcho: Sound Echo
Specialization_Weapon: Weapon Specialization
Skill : Weapon Specialization Allows : Weaponsmithing Master Weaponsmithing Invoked : Automatic The player is a weapon master, gaining bonuses to attack when armed.
Spell: a Spell
Spell : Detect Ambush School : Divination Available: Diviner(24) Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "DETECT AMBUSH" Example : cast "detect ambush" Allows the caster to sense hidden and aggressive creatures as they wander around, before they actually enter.
Spell_BaseClanEq: Enchant Clan Equipment Base Model
Spell_ClanDonate: Clan Donate
Spell : Clan Donate School : Conjuration Use Cost : Mana (5) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN DONATE" [TARGET NAME] Example : cast "clan donate" scroll When cast on an item, this spell will send it to the room designated by the casters clan boss as the donation room.
Spell_ClanHome: Clan Home
Spell : Clan Home School : Conjuration Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN HOME" Example : cast "clan home" This spell sends the caster back to the room designated by the casters clan boss as the home room.
Spell_Exhaustion: Exhaustion
Prayer : Cause Exhaustion Available: Necromancer(23) Templar(10) Alignment: evil, pure evil Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "CAUSE EXHAUSTION" [TARGET NAME] Example : pray "cause exhaustion" bob Creates fatigue, and removes a moderate amount of movement. See also Cause Fatigue and Enervate.
Spell_Flagportation: Flagportation
Spell : Flagportation School : Conjuration Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST FLAGPORTATION Example : cast flagportation This spell will teleport the caster and his or her group to a random clan flag on the map. The caster must be a clan enchanter or other high member of the clan for this spell to work.
Spell_Irritation: Irritation
StdAbility: an ability
StdBomb: a bomb
StdSkill: StdSkill
StdTrap: standard trap
SuperPower: a Super Power
TemporaryImmunity: Temporary Immunity
Ability : TemporaryImmunity Parameters : Ability ID/Start time in millis;etc.. Example : 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.
Thief_Poison: Deprecated Poison
Skill : Deprecated Poison Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DOPOISON Usage : DOPOISON [TARGET NAME] Example : dopoison orc The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death.
Thief_Search: Search
Skill : Searching Available: Apprentice(3) Artisan(3) Gaoler(4) Numerous Classes(1) Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SEARCH, SEARCHING Usage : SEARCH Example : search This skill allows a player to spend some time looking around a room. For this duration of the search, any hidden items will become apparant to the one searching. Once the search is completed, hidden items or mobs still in the room may no longer be seen.
Thief_UndergroundConnections: Underground Connections
ThiefSkill: a Thief Skill
Trap_AcidPit: acid pit
Trap : Acid Pit Targets : Rooms Parameters : Description: A pit full of acid.
Trap_AcidSpray: acid spray
Trap : Acid Spray Targets : Containers, Doors Parameters : Description: Causes a blast of acid damage.
Trap_Avalanche: avalanche
Trap : Avalanche Targets : Mountain rooms Parameters : Description: Causes a horrible avalanche of rock to fall on everyone.
Trap_BearTrap: bear trap
Trap : Bear Trap Targets : Rooms Parameters : Description: Delivers piercing damage, and makes the victim unable to leave.
Trap_Boomerang: boomerang
Trap : Boomerang Targets : Items Parameters : Description: A trap which causes the item to magically return to the inventory of the trapper.
Trap_Boulders: boulders
Trap : Boulders Targets : Rocky rooms (mountains, hills, etc) Parameters : Description: A trap which causes rocks to assault the victim.
Trap_CaveIn: cave-in
Trap : Cave-In Targets : Cave Rooms Parameters : Description: A trap which causes rocks to fall in front of the exits, blocking all entry and exit from the room.
Trap_CrushingRoom: crushing room
Trap : Crushing Room Targets : Indoor Rooms Parameters : Description: A trap which causes exits to be blocked while the walls close in, crushing all those unfortunate enough to be inside when it goes off.
Trap_Darkfall: darkfall
Trap : Darkfall Targets : Rooms Parameters : Description: A trap which causes darkness to fall on the area.
Trap_DeepPit: deep pit
Trap : Deep Pit Targets : Rooms Parameters : Description: A trap which causes the victim to fall into a deep pit, taking extra damage.
Trap_ElectricShock: electric shock
Trap : Electric Shock Targets : Doors and Containers Parameters : Description: A trap which causes the victim to take shocking damage.
Trap_Enter: Entry Trap
Trap : Trap_Enter Targets : Rooms, Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when entering one of the above.
Trap_EnterBlade: Entry Blade Trap
Trap : Trap_EnterBlade Targets : Rooms Parameters : Example : Description: A blade trap triggered when entering one of the above.
Trap_EnterGas: Entry Gas Trap
Trap : Trap_EnterGas Targets : Rooms, Exits Parameters : Example : Description: A gas trap triggered when entering one of the above.
Trap_EnterNeedle: Entry Needle Trap
Trap : Trap_EnterNeedle Targets : Rooms, Exits Parameters : Example : Description: A needle trap triggered when entering one of the above.
Trap_EnterPit: Entry Pit Trap
Trap : Trap_EnterPit Targets : Exits Parameters : Example : Description: A pit trap triggered when entering one of the above.
Trap_EnterSpell: Entry Spell Trap
Trap : Trap_EnterSpell Targets : Rooms, Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when entering one of the above.
Trap_FloodRoom: flood room
Trap : Flood Room Targets : Indoor Rooms Parameters : Description: A trap which causes the exits to be blocked while the room fills with water.
Trap_Get: Get Trap
Trap : Trap_Get Targets : Items Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when getting an item.
Trap_GetBlade: Get Blade Trap
Trap : Trap_GetBlade Targets : Items Parameters : Example : Description: A blade trap triggered when getting an item.
Trap_GetGas: Get Gas Trap
Trap : Trap_GetGas Targets : Items Parameters : Example : Description: A gas trap triggered when getting an item.
Trap_GetNeedle: Get Needle Trap
Trap : Trap_GetNeedle Targets : Items Parameters : Example : Description: A needle trap triggered when getting an item.
Trap_GetSpell: Get Spell Trap
Trap : Trap_GetSpell Targets : Items Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when getting one of the above.
Trap_Gluey: gluey
Trap : Gluey Targets : Items Parameters : Description: Covers an item in glue, making it not droppable or removable except by anti-curse magic.
Trap_Greasy: greasy
Trap : Greasy Targets : Items Parameters : Description: Covers an item in grease, making the person picking it up drop it immediately.
Trap_Ignition: ignition trap
Trap : Ignition Targets : Burnable Items Parameters : Description: A trap which makes the item ignite when picked up.
Trap_Infected: infected
Trap : Infected Targets : Items Parameters : Description: A trap which gives the victim a disease when the item is picked up.
Trap_Launcher: launcher trap
Trap : Launcher Targets : Containers and Doors Parameters : Description: A trap which makes a ranged weapon fire when the item or door is opened.
Trap_MonsterCage: monster cage
Trap : Monster Cage Targets : Rooms Parameters : Description: This trap requires a caged monster. When triggered, the victim is attacked by the monster or monsters in the cage.
Trap_Needle: poisoned needle
Trap : Poisoned Needle Targets : Containers and Doors Parameters : Name of the poison Description: Causes a poisoned needle to strike the victim.
Trap_NeedlePrick: poisoned pricker
Trap : Poisoned Pricker Targets : Items Parameters : Name of the poison Description: Causes a poisoned needle to prick the victim getting the item.
Trap_Noise: noisy trap
Trap : Noisy Trap Targets : Containers and Doors Parameters : Description: Causes a loud noise to be heard througout the whole area when triggered.
Trap_Open: Open Trap
Trap : Trap_Open Targets : Items (Containers), Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when opening one of the above.
Trap_OpenBlade: Open Blade Trap
Trap : Trap_OpenBlade Targets : Items (Containers), Exits Parameters : Example : Description: A blade trap triggered when opening one of the above.
Trap_OpenGas: Open Gas Trap
Trap : Trap_OpenGas Targets : Items (Containers), Exits Parameters : Example : Description: A gas trap triggered when opening one of the above.
Trap_OpenNeedle: Open Needle Trap
Trap : Trap_OpenNeedle Targets : Items (Containers), Exits Parameters : Example : Description: A needle trap triggered when opening one of the above.
Trap_OpenSpell: Open Spell Trap
Trap : Trap_OpenSpell Targets : Items (Containers), Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when opening one of the above.
Trap_PoisonGas: poison gas
Trap : Poison Gas Targets : Containers and Doors Parameters : Name of the poison Description: Causes everyone to be struck with a poisonous gas.
Trap_Popper: popping noise
Trap : Popping Noise Targets : Items Parameters : Description: Causes a loud popping noise to be heard througout the area when the item is picked up.
Trap_RatPit: rat pit
Trap : Targets : Rooms Parameters : Description: Creates a pit full of hungry rats from a cage of rats.
Trap_RoomPit: pit trap
Trap : Pit Trap Targets : Items Parameters : Description: Causes the victim to fall into a pit, taking damage.
Trap_SleepGas: sleep gas
Trap : Sleep Gas Targets : Rooms and Containers Parameters : Description: Causes all victims to go to sleep.
Trap_SnakePit: snake pit
Trap : Snake Pit Targets : Rooms Parameters : Description: Creates a pit full of angry snakes from a cage of them.
Trap_Snare: snare trap
Trap : Snare Trap Targets : Rooms Parameters : Description: Causes the victim to be caught in a snaring net.
Trap_Spark: sparking trap
Trap : Sparking Trap Targets : Items Parameters : Description: Causes the victim to take fire damage when getting the item.
Trap_SpellBlast: spell blast
Trap : Spell Blast Targets : Doors and Containers Parameters : The name of the spell Description: Causes the victim to be struck with a spell.
Trap_SpikePit: spike pit
Trap : Spike Pit Targets : Rooms Parameters : Description: Causes the victim to fall into a pit of spikes, taking bad damage.
Trap_SporeTrap: spore trap
Trap : Spore Trap Targets : Doors and Containers Parameters : The name of the disease Description: Causes the victim to be infected with a disease.
Trap_Trap: a Trap!
Trap : Trap_Trap Targets : Items, Exits, Rooms Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when doing something to one of the above. This is a base class for other traps. Do not use!
Trap_Tripline: tripline
Trap : Tripline Targets : Rooms Parameters : Description: Causes the victim to trip and fall down.
Trap_Unlock: Unlock Trap
Trap : Trap_Unlock Targets : Items (Containers), Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when unlocking one of the above.
Trap_UnlockBlade: Unlock Blade Trap
Trap : Trap_UnlockBlade Targets : Items (Containers), Exits Parameters : Example : Description: A blade trap triggered when unlocking one of the above.
Trap_UnlockGas: Unlock Gas Trap
Trap : Trap_UnlockGas Targets : Items (Containers), Exits Parameters : Example : Description: A gas trap triggered when unlocking one of the above.
Trap_UnlockNeedle: Unlock Needle Trap
Trap : Trap_UnlockNeedle Targets : Items (Containers), Exits Parameters : Example : Description: A needle trap triggered when unlocking one of the above.
Trap_UnlockSpell: Unlock Spell Trap
Trap : Trap_UnlockSpell Targets : Items (Containers), Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when unlocking one of the above.
Trap_Vanishing: vanishing trap
Trap : Vanishing Trap Targets : Items Parameters : Description: Causes the item to become invisible when picked up.
Trap_WeaponSwing: weapon swing
Trap : Weapon Swing Targets : Doors and Containers Parameters : Description: Causes a weapon to strike the victim.
Undead_ColdTouch: Cold Touch
Ability : Undead_ColdTouch Parameters : Example : Description: An attack which, if successful, gives the target a strength and constitution of 3.
Undead_EnergyDrain: Energy Drain
Ability : Undead_EnergyDrain Parameters : Example : Description: An attack which, if successful, drains the target of temporary levels.
Undead_LifeDrain: Drain Life
Ability : Undead_LifeDrain Parameters : Example : Description: An attack that is almost identical to the mage Drain spell, without the magical nature. It causes the target to lose mana.
Undead_WeakEnergyDrain: Weak Energy Drain
Ability : Undead_WeakEnergyDrain Parameters : Example : Description: An attack which, if successful, drains the target of temporary levels for a short time.
WeakParalysis: Weak Paralysis
Ability : WeakParalysis Parameters : Example : Description: An attack which, if successful, paralyzes the victim for a few short ticks.
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