Properties Reference

CoffeeMud 5.2

Behaviors
Properties/Affects

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.