<NME> arc_properties.ini <BEF> ADDICTIONS=\ Property : Addictions\n\r\ Targets : Mobs\n\r\ Parameters : [ITEM NAME];...\n\r\ Example : pot pie;sugar\n\r\ Description: \n\r\ This ability governs addictions to food, drink, smoking, or sniffing. The parameter \ is the substring to match in the name of the item. The player with an addiction \ will be annoyed unless he gets his "fix" every rl hour. Players can only become \ addiction through the engine by smoking, or by a drink infected with inebriation, \ alcohol, or liquor. The player can either "ride out" the addiction for 24 hours, \ suffering increasingly annoying messages as he goes, or he can keep making his fix. \ Addictions are not diseases, and can not be cured with magic or restoration. Multiple \ substances can be listed by separating with semicolons, and the matches are made by \ parts of item names. AUTOAWARDS=\ Property : AutoAwards\n\r\ Targets : Mobs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ This ability governs properties and affects based on player attributes and date/time \ changes. See awards.txt for more information. AGE=\ Property : Age\n\r\ Targets : Items, Mobs\n\r\ Parameters : miliseconds old\n\r\ Example : 106222323232\n\r\ Description: \n\r\ The ability to age from infancy (an item) to adulthood (a mob). SOILED=\ Property : Soiled\n\r\ Targets : Items, Mobs\n\r\ Parameters : \n\r\ Description: \n\r\ A property of something dirty and smelling. Bathing or moving around in water will remove it. ALLERGIES=\ Property : Allergies\n\r\ Targets : Mobs\n\r\ Parameters : Resource or Race names\n\r\ Example : STRAWBERRIES DWARF\n\r\ Description: \n\r\ This ability governs allergies. AMBIANCE=AMBIANCEADDER AMBIANCEADDER=\ Property : Ambiance Adder\n\r\ Targets : Mobs, Items, Exits, Rooms, Areas\n\r\ Parameters : [AMBIANCE TEXT](;[AMBIANCE TEXT]...)\n\r\ Example : ^^YGLOWING^^N;^^hshining^^n\n\r\ Description: \n\r\ Allows the builder to add permanent ambiance "flags" to an object.\n\r\ Ambiances, by default, are designed for adding random text to the \ room display text of items and mobs, such as "glowing" or other \ decorations. Ambiances also have a 'flagging' capability, when \ specific string values are used. These include: \n\r\ -ALL : hides all natural flag displays\n\r\ -MOST : hides most natural flag displays\n\r\ -GOOD, -EVIL, -INVISIBLE, -SNEAKING : hides these flag displays\n\r\ -HIDDEN, -MAGIC, -METAL, -GLOWING : hides these flag displays\n\r\ -BUSY, -LAW, -CHAOS : hides these flag displays\n\r\ -BOUND, -FLYING, -FALLING : hides these flag displays\n\r\ (?)X:Y : shows X if target heard, Y otherwise\n\r\ @X : X is an special flag, not to be shown by default\n\r\ #X : X is shown if @x is also an ambiance BAD_REPUTATION=BADREPUTATION BADREPUTATION=<ABILITY>\ Property : Bad Reputation\n\r\ Affects : Mobs\n\r\ Parameters : Percentage of faction gain\n\r\ Example : 45%\n\r\ Description: \n\r\ The character is of such a poorly received race that others are much less \ forgiving of historical events and unlikely to accept them into society. \ Faction changes happen much more slowly. BANISHMENT=\ Property : Banishment\n\r\ Targets : Mobs\n\r\ Parameters : [AREA NAME](;[AREA NAME] .. )\n\r\ Example : Midgaard\n\r\ Description: \n\r\ This mob property makes them unable to enter the area. If the area has child areas \ they will not be able to enter those either. Even recalling into the area won't work. BOOKLOANING=\ Property : BookLoaning\n\r\ Targets : Items, Mobs, Areas, Rooms, Exits\n\r\ Parameters : <XML> or (DUEDAYS=[NUM] MAXDAYS=[NUM] MAX=[NUM]\n\r\ Parameters : DAYCHARGE=[NUM]\n\r\ Example : DUEDAYS=12 MAXDAYS=24 MAX=2 DAYCHARGE=1\n\r\ Description: \n\r\ BookLoaning is primarily known as a common skill for allowing a player \ to loan books to other players. However, when used as a property/effect \ on ungettable items, areas, rooms, or exits, it allows items to be borrowed \ and lent just like a librarian. Archons may add to the items to sell by \ either dropping the item in the same room as the BookLoaning, or (in the case \ of an area), throwing the item up into the air. The parameters have meanings \ identical to those listed in the Archon's Guide CARNIVOROUS=\ Property : Carnivorous\n\r\ Targets : Mobs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Mobs with this effect take no nourishment from foods that aren't meat. SLOW_LEARNER=SLOWLEARNER SLOWLEARNER=<ABILITY>\ Property : Slow Learner\n\r\ Affects : Mobs\n\r\ Parameters : Percentage of experience lost\n\r\ Example : 20%\n\r\ Description: \n\r\ The character does not learn from experience the way most do, gaining \ fewer experience points than most. AUTOSTACK=\ Property : Autostack\n\r\ Targets : Rooms, Areas\n\r\ Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])\n\r\ Example : triggercount=1000 groupcount=10 checkticks=600\n\r\ Description: \n\r\ This ability governs the automatic packaging (as stacks) of identical items, \ whenever the total number of items in a room is larger than TRIGGERCOUNT, and \ whenever there are at least GROUPCOUNT identical items to package. The checks \ are made every CHECKTICKS ticks.\n\r\ \n\r\ As this is a property, it will not operate only sporadically on rooms, but like \ clockwork on areas. GAIT=\ Property : Gait\n\r\ Targets : Mobs\n\r\ Parameters : ARRIVE=[STR] LEAVE=[STR] STATE=[STR]\n\r\ This mob property makes them unable to recall or magically leave their present location. \ It also prevents fleeing from combat. PROP_ABILITYIMMUNITY=\ Property : Prop_AbilityImmunity\n\r\ Targets : Anything\n\r\ Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]\n\r\ Example : NAME=Bob TELEPORT=false\n\r\ Description: \n\r\ This mob property makes a mob keep an eye out for a particular player and Follow them when \ they encounter them. If TELEPORT=true, they will also attempt to teleport to the player \ before following them. MERCHANT=\ Property : Merchant\n\r\ Targets : Items, Mobs, Areas, Rooms, Exits\n\r\ Parameters : <XML> or (ISELL=[whattobuy] IPREJ=[prejudice] IBUDJ=[money]\n\r\ Parameters : IDVAL=[devalue] IGNOR=[mask]\n\r\ Example : ISELL=WEAPONS IBUDJ=1000 IGNOR=-Race +Elf\n\r\ Description: \n\r\ Merchant is primarily known as a common skill for allowing a player \ to sell items to other players. However, when used as a property/effect \ on ungettable items, areas, rooms, or exits, it allows items to be bought \ and sold just like a shopkeeper. Archons may add to the items to sell by \ either dropping the item in the same room as the Merchant, or (in the case \ of an area), throwing the item up into the air. The parameters have meanings \ identical to those listed in the Archon's Guide, except for budget, which is \ the maximum amount to spend on any particular item purchased from a player. BOOKLOANING=\ Property : BookLoaning\n\r\ Targets : Items, Mobs, Areas, Rooms, Exits\n\r\ Parameters : <XML> or (DUEDAYS=[NUM] MAXDAYS=[NUM] MAX=[NUM])\n\r\ Example : DUEDAYS=12 MAXDAYS=24 MAX=2\n\r\ Description: \n\r\ BookLoaning is primarily known as a common skill for allowing a player \ to loan books to other players. However, when used as a property/effect \ on ungettable items, areas, rooms, or exits, it allows items to be borrowed \ and lent just like a librarian. Archons may add to the items to sell by \ either dropping the item in the same room as the BookLoaning, or (in the case \ of an area), throwing the item up into the air. The parameters have meanings \ identical to those listed in the Archon's Guide INSTANCEAREA=\ Property : InstanceArea\n\r\ Targets : Mobs, Items, Area\n\r\ Parameters : TYPEID or instance modification arguments (see areainstancetypes.txt)\n\r\ Example : Triumph\n\r\ Example : ID=ANYTHING\n\r\ Example : LIKE=Triumph AREAMATCH=Midgaard\n\r\ Description: \n\r\ This misc property, when applied to an area, will put anyone who enters the area \ into a group instance of the area, as per StdThinInstance. Modifications to the \ mobs, items, and levels of the area will be applied according to a TYPEID given \ in the arguments, which matches a type from resources/skills/areainstancetypes.txt. \ If no modifications are desired, then at least an ID= parameter is required.\n\r\ \n\r\ When the property is applied to a player or item directly, then it will also require \ an AREAMATCH argument to specify which area(s) will be instanced when entering them. MOOD=\ Property : Mood\n\r\ Targets : Mobs\n\r\ Parameters : [name of the mood]\n\r\ Example : PROUD\n\r\ Example : HAPPY\n\r\ Description: \n\r\ This ability governs player and mob moods. It can be added like a property to mobs. PREGNANCY=\ Property : Pregnancy\n\r\ Targets : Mobs\n\r\ Parameters : Start Date/Delivery Date/Fathers Name/Fathers Race\n\r\ Example : 106222323232/12312232322/Bob/Human\n\r\ Description: \n\r\ The ability to be pregnant, and to eventually give birth. A consequence \ of sex under certain circumstances. PRISONER=\ Property : Prisoner\n\r\ Targets : Mobs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ This mob property makes them unable to recall or magically leave their present location. \ It also prevents fleeing from combat. SHAMING=\ Property : Shaming\n\r\ Targets : Mobs\n\r\ Parameters : GLOBAL/[AREA NAME]\n\r\ Example : \n\r\ Description: \n\r\ This mob property makes them unable to effectively interact with anyone in the specified area \ and their home area, if they are different. Attempts to interact are changed into emotes of \ shaming towards the shamed one. PROP_ABILITYIMMUNITY=\ Property : Prop_AbilityImmunity\n\r\ Targets : Anything\n\r\ Parameters : (OWNER;) (WEARER;)list of abilities with optional error string, ';' delimited\n\r\ Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball\n\r\ Example : Disease_Cold=<T-NAME> is immune to <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!\n\r\ Description: \n\r\ Makes the mob, item, or whatever immune to the listed disease, spell \ or similar affects. Items will pass their immunity on to their owners \ if the OWNER flag is present, or the wielder if the WIELDER flag is present. PROP_ABSORBDAMAGE=\ Property : Prop_AbsorbDamage\n\r\ Targets : Items, Mobs, Areas, Rooms\n\r\ Parameters : Damage Absorption percentages or amounts, the list of absorbed damage types\n\r\ Example : 50% +ALL -SILVER -CLOTH -LEATHER\n\r\ Example : 5 +ALL -MAGIC -SLASHING -FROSTING\n\r\ Example : 25% +ALL -LEVEL15\n\r\ Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC\n\r\ Description: \n\r\ Whenever the item with this property is worn, or for the mob with \ this property, or anyone in the area or room with this property, they will \ attain damage absorption from the types and/or materials of weapons specified. \ Damage absorption may be represented as a percentage or as a straight amount. \ Damage amounts must be before the type of damage absorbed in the parameters. \ Damage amounts/percentages in the negative will add to the damage. \ If the term "ENHANCED" is included in the parameters, and percentage absorption amounts are used, \ then this will also attempt to auto-save against skills according to the percentage \ change, or, if the percentage is negative, make the effect last longer. \ Here are the parameters: \n\r\ +ALL - Specifies that, by default, the mob has ALL damage absorbed.\n\r\ -[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.\n\r\ +[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.\n\r\ -[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal damage \ of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, \ -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.\n\r\ -[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given \ weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, \ +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.\n\r\ -[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal damage \ of the given type of ability. Examples for ABILITYCODE would be -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.\n\r\ +[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given \ type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list abilitycodes.\n\r\ -[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal damage \ of the given domain of ability. Examples for ABILITYDOMAIN would be -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.\n\r\ +[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given \ domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list abilitydomains.\n\r\ -[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal damage \ of the given flagged abilities. Examples for ABILITYFLAG would be -UNHOLY, -CHARMING, etc. Do list abilityflags.\n\r\ +[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given \ flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do list abilityflags.\n\r\ -[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage \ of the given specific ability. Examples for ABILITYID would be -SPELL_FIREBALL, etc. \n\r\ +[ABILITYID]- Can be used instead of +ALL to absorb damage from the given \ specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc.. \n\r\ -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from \ magical spells and magical weapons.\n\r\ +MAGIC - If +ALL is not used, this will absorb damage from magical \ spells and weapons.\n\r\ -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.\n\r\ +LEVELX - Can be used instead of +ALL to absorb damage from \ weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.\n\r\ -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.\n\r\ -PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.\n\r\ +PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells.\n\r\ -FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.\n\r\ +FIRE - If +All is not used, this absorbs damage from damage from fire spells.\n\r\ -COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.\n\r\ +COLD - If +All is not used, this absorbs damage from damage from cold spells.\n\r\ -WATER - Creates an exception to the +All rule by permitting normal damage from water spells.\n\r\ +WATER - If +All is not used, this absorbs damage from damage from water spells.\n\r\ -GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.\n\r\ +GAS - If +All is not used, this absorbs damage from damage from gas spells.\n\r\ -MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.\n\r\ +MIND - If +All is not used, this absorbs damage from damage from mind spells.\n\r\ -JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.\n\r\ +JUSTICE - If +All is not used, this absorbs damage from damage from justice spells.\n\r\ -ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.\n\r\ +ACID - If +All is not used, this absorbs damage from damage from acid spells.\n\r\ -ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.\n\r\ +ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells.\n\r\ -POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.\n\r\ +POISON - If +All is not used, this absorbs damage from damage from poison spells.\n\r\ -UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.\n\r\ +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells.\n\r\ -DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.\n\r\ +DISEASE - If +All is not used, this absorbs damage from damage from disease spells.\n\r\ -TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.\n\r\ +TRAPS - If +All is not used, this absorbs damage from damage from traps spells.\n\r PROP_ADDDAMAGE=\ Property : Prop_AddDamage\n\r\ Targets : Items, Mobs\n\r\ Parameters : Extra Damage percentages or amounts, the list of extra damage types\n\r\ Example : 50% PIERCING\n\r\ Example : 5 SLASHING FROST\n\r\ Description: \n\r\ Whenever the item with this property is worn, or for the mob with \ this property, they will do extra damage of the types specified. \ Extra Damage may be represented as a percentage or as a straight amount. \ Damage amounts must be before the type of extra damage in the parameters. \ * Here are the classes of damage: \n\r\ PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.\n\r\ * Here are the types of damage attacks: \n\r\ PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON, \ UNDEAD, DISEASE, TRAPS, WEAPONATTACK.\n\r PROP_ADJUSTER=\ Property : Prop_Adjuster\n\r\ Targets : Mobs\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 dex-2 move+100 MASK=-Race +Dwarf\n\r\ Description: \n\r\ The listed effects will be given to the mob. All parameters use the + or - adjuster, except the \ class, race, and gender, ableprofs, and ablelvls parameters. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ savepar savefir savecol savewat savegas savemin savegen savejus \n\r\ saveaci saveele savepoi saveund savemag savedis savetra \n\r\ ability (magical level), armor, attacks (prowess), damage (max), \ disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), \ senses (see AHELP ADJSENSES), speed (#attacks), RONDEATH (t/f),\ height, weight, gender, class, clstart, race, hitpoints, hunger (stomach size), \ mana, movement, thirst (stomach size) doubt faith weightadj saveblunt \ savepierce saveslash savespells saveprayers savesongs savechants rejuvrate \ critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and \ ablelvls is a commma-delimited list of ablityids followed by a number \ in parenthesis to adjust proficiency or casting level by.\n\r\ \n\r\ By default, the values + or - are added to the existing values. However, if \ MULTIPLYPH=true is included in the parameters, then attack, armor, and damage \ will instead have their values multiplied by the given value / 100. Likewise, \ if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly \ multiplied instead of added. All other values act the same.\ \n\r\ The RONDEATH parameter, when set to true, causes this property to disappear on \ the death of the item owner, the mob, or a mob in the room. \ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ This may seem a strange parameter for a mobs-only property, but perhaps you can find \ a use for it. :) See ZAPPERMASKS for more information on zapper mask syntax. PROP_AREAFORSALE=\ Property : Prop_AreaForSale\n\r\ Targets : Areas\n\r\ Parameters : (RENTAL )Price of the area\n\r\ Example : 1000000\n\r\ Example : Bob/100000\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ When property is sold, it will be listed as the owner with a slash and the price. \ Entering this sort of parameter directly is the quick way to give players or clans property. \n\r\ \n\r\ See also Prop_ReqCapacity for the means to set limits on players building abilities on \ their property. PROP_ARTIFACT=\ Property : Prop_Artifact\n\r\ Targets : Items\n\r\ Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]\n\r\ Example : nomobs=false\n\r\ Description: \n\r\ The items with this property will persist in their last known location past \ reboots, and optionally always drop from players inventories when they quit, \ be invulnerable to damage, not be possessable by mobs, and not capable of \ being acted upon with skills or spells. By default, all of the above is true, \ though that can change by setting one of the following parameters to false: \n\r\ autodrop - the item drops from player inventories when they quit or shutdown\n\r\ nomobs - the item may not be picked up by a non-player \n\r\ nolocate - the item may not be located via Locate Object spell\n\r\ nocast - the item may not have ANY spells cast upon it PROP_ASTRALSPIRIT=\ Property : Prop_AstralSpirit\n\r\ Targets : MOBs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ This property makes the mob into an incorporeal spirit. It is used \ to support the "Astral Projection" chant. PROP_CLANEQUIPMENT=\ Property : Prop_ClanEquipment\n\r\ Targets : Items\n\r\ Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]\n\r\ Example : Acid 5 "The Skooters" "Guild"\n\r\ Description: \n\r\ Base property for clan equipment. Do not use independent of the clan spells. PROP_CLIMBABLE=\ Property : Prop_Climbable\n\r\ Targets : Exits, Rooms, Portals\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Forces players to climb, fly, or use a ladder through the exit or room with this property. PROP_CLOSECOMMAND=\ Property : Prop_CloseCommand\n\r\ Targets : Containers, Exits\n\r\ Parameters : [COMMAND WORD] ([PARMS...]/NOCLOSE/MESSAGE=[STR];...\n\r\ Example : twist knob;tw knob;twi knob;noclose\n\r\ Example : smack botto*\n\r\ Description: \n\r\ When applied to an open container or exit, this property will force \ the affected openable to close and maybe lock when the command phrase is entered \ by the user in its presence. The command word must match exactly, and the \ command entered must otherwise be completely invalid. PARMS arguments must also \ match exactly, although any PARM arg may end with * to use a starting string wildcard. \ A PARM argument may also end with ** to match the rest of the users entered command string. \ In addition to a series of command words, you can also use the NOCLOSE keyword to also \ disable the standard close command for the exit/item, or use MESSAGE= to change the \ message sent to the room, which can use <S-NAME> for the actor, and <T-NAME> for the item. PROP_CLOSEDDAYNIGHT=\ Property : Prop_ClosedDayNight\n\r\ Targets : Items, Mobs, Rooms, Exits\n\r\ Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)\n\r\ Example : DAY\n\r\ Example : SLEEP HOURS=5-10\n\r\ Example : "Home=My Area#123" SLEEP LOCKUP\n\r\ Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"\n\r\ Description: \n\r\ 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=\ Property : Prop_Closedseason\n\r\ Targets : Items, Mobs, Rooms, Exits\n\r\ Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT\n\r\ Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE\n\r\ Parameters : THUNDERSTORM/BLIZZARD/WINDY\n\r\ Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)\n\r\ Example : DAY\n\r\ Example : WINTER BLIZZARD\n\r\ Description: \n\r\ 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=\ Property : Prop_CombatAdjuster\n\r\ Targets : MOB\n\r\ Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT NUMER])\n\r\ Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])\n\r\ Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])\n\r\ Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])\n\r\ Example : \n\r\ Example : ATTACK+25 DAMAGE-20 MANA=1000\n\r\ Description: \n\r\ This property either adjusts a mobs current stats by a percentage value as specified, or sets \ the value to a specific number. This property is mostly useless for builders, but has internal uses. \ Supported stats include: ATTACK, DAMAGE, ARMOR, HP, MANA, MOVE, SPEED PROP_COMMONTWISTER=\ Property : Prop_CommonTwister\n\r\ Targets : Anything\n\r\ Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW]) (MATERIAL=[*/NEW]);([REPEAT])\n\r\ Example : skill=Foraging mask=berries name="some corn" display="some corn is here" material=corn\n\r\ Example : skill=* mask=* name="some stuff" display="some stuff";skill=* mask=* name="some other" display="some other"\n\r\ Example : \n\r\ Description: \n\r\ This property changes the results from the use of common skills. This property \ requires the SKILL and MASK parameters, and at least one of the other parameters \ (NAME, DISPLAY, MATERIAL, or SUBTYPE). For each parameter, * may be used to match anything \ or a random thing. COPYRIGHT=\ Property : Copyright\n\r\ Targets : Items\n\r\ Parameters : ([NAME OF COPYRIGHT])\n\r\ Example : \n\r\ Example : Bob\n\r\ Description: \n\r\ When placed on an item, it prevents it from being transcribed, \ copied by the duplicate spell, renamed or titled by the BookNaming \ or Titling skills, or edited by the BookEdit skill. PROP_CRAWLSPACE=\ Property : Prop_Crawlspace\n\r\ Targets : Exits, Rooms, Areas\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Forces players to crawl through the exit or room with this property. PROP_DOPPLEGANGER=\ Property : Prop_Doppleganger\n\r\ Targets : Mobs, Items, Rooms, Areas\n\r\ Parameters : nothing, or a level change + or -, a level %, or args:\n\r\ : : MIN=[NUM] MAX=[NUM] LEVELADD=[NUM] LEVELPCT=[PCT%]\n\r\ : : PLAYERSONLY=true/false PLAYERSNFOLS=true/false\n\r\ : : ASMATERIAL=[RESOURCE] DIFFADD=[NUM] DIFFPCT=[PCT%]\n\r\ : : LEVELCODE=0/1/-1 DIFFGRP=[true/false] SAVEPCT=[PCT%]\n\r\ Example : \n\r\ Example : 10\n\r\ Example : 150%\n\r\ Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false\n\r\ Example : MAX=20 MIN=5 ASMATERIAL=IRON\n\r\ Description: \n\r\ When this property is on a mob, it makes the mob the same level as those in the \ room with it, or as those who are fighting it. The mob will only change, however, \ if the mob is at full hit points, to prevent mobs from being "softened up". By default \ the level is the average of qualifying room mobs, but can be the lowest level if \ LEVELCODE=-1, or the highest level if LEVELCODE=1. \ When the property is on armor or a weapon, it will adjust the strength and level of \ the item appropriate to its owner.\n\r\ \n\r\ A parameter may be given to always adjust the level of the item up or down from normal, \ be multiplied by the level as a percentage, or a number of parameter variables like: \ MIN to set a minimum level, MAX to set a maximum level, LEVELADD to add a fixed number \ to the level, LEVELPCT to multiply a percentage by the level, PLAYERSONLY to limit \ the level calculating mobs to players only, PLAYERSNFOLS to limit the level \ calculating mob to players or their followers only, and ASMATERIAL to change the \ material of the item only for stat calculation purposes. The difficulty of the mob \ relative to the level change can also be affected using DIFFADD and DIFFPCT. These \ will change the difficulty of the mob relative to their level. Saving throw bonus \ per level can also be applied by setting SAVEPCT=0-100. These difficulties \ can be multiplied by the number of threats by setting DIFFGRP to true, which also \ will include group members not present in the math. PROP_ENLARGEROOM=\ Property : Prop_EnlargeRoom\n\r\ Targets : Rooms, Areas\n\r\ Parameters : number or adjustment of movement points\n\r\ Example : 2\n\r\ Example : +2\n\r\ Example : -2\n\r\ Example : /2\n\r\ Example : *2\n\r\ Example : /2.5\n\r\ Example : *1.5\n\r\ Description: \n\r\ Change the number of movement points required to cross the room, and range. \ The +-/* signs may be used to adjust the amounts for a given room, or an \ absolute value may be given. PROP_ENTERADJUSTER=\ Property : Prop_EnterAdjuster\n\r\ Targets : Rooms, Exits\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Example : and/or spells separated by semicolons, and an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;\n\r\ Example : str+2 dex-2 move+100 MASK=-Race +Dwarf\n\r\ Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf\n\r\ Description: \n\r\ Upon entering this room or exit, the listed effects or spells will be \ PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except the \ class, race, and gender, ableprofs, and ablelvls parameters. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ savepar savefir savecol savewat savegas savemin savegen savejus \n\r\ saveaci saveele savepoi saveund savemag savedis savetra \n\r\ 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) conversion weightadj saveblunt \ savepierce saveslash savespells saveprayers savesongs savechants \ critpctweapons critpctmagic critdmgweapons critdmgmagic, experience, practices \ trains, questpoints, coins. Ableprofs and \ ablelvls is a commma-delimited list of ablityids followed by a number \ in parenthesis to adjust proficiency or casting level by.\n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_FAMILIAR=\ Property : Prop_Familiar\n\r\ Targets : MOB\n\r\ Parameters : The familiar code number or name\n\r\ Example : rat\n\r\ Description: \n\r\ 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=\ Property : Prop_FightSpellCast\n\r\ Targets : Weapon (Item)\n\r\ Parameters : A percentage, and proper spell names separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : Siege weapons: ALLMOBS, ALLITEMS, ONLYMOBS, ONLYITEMS flags\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : 50%;Spell_Invisible;Prayer_Sanctuary\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf\n\r\ Description: \n\r\ Causes a spell to be cast upon the target being struck during melee combat. \ This property also supports a % chance of triggering. Siege weapons will \ also affect a random mob/item on the deck, or all if ALLMOBS/ALLITEMS added, or\ selectively if ONLYMOBS/ONLYITEMS added.\n\r\ \n\r\ The flag NOUNINVOKE can be substituted for a spell \ to make all the effects non-dispellable until the property no longer applies; \ use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell \ name to force all the listed effects be cast at a different level than default.\ The flag MAXTICKS=[NUMBER] can be used to shorted the length of all spell casts. \n\r\ The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent listed spells. \n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_FUMBLE=\ Property : Prop_Fumble\n\r\ Targets : Items, Areas, Rooms\n\r\ Parameters : CHANCE=[PCT] (ITEM=WORN/HERE/HAVE/PRESENT) (MASK=[ZAPPERMASK])\n\r\ Parameters : (MSG="<S-NAME> fail(s) to do @x1 to <T-NAME> because @x2.")\n\r\ Parameters : (PRIVATE=TRUE/FALSE) (AID=[ABILITY ID],..) (WEAPON=TRUE/FALSE)\n\r\ Parameters : (ATYPE=[ABILITY TYPE],...) (ADOMAIN=[DOMAIN],...)\n\r\ Parameters : (CAST=[ABILITY ID(ARGS)],...)\n\r\ Example : chance=50% mask="-race +elf" aid=Spell_Fireball,Spell_Light\n\r\ Example : chance=50% atype=spell,skill domain=stealthy\n\r\ Example : chance=50% atype=spell cast=Spell_Fireball\n\r\ Description: \n\r\ Causes a spell or skill to fumble and show a message according to the given \ chance%. The skills to fumble are identified as belonging to the given ATYPE \ (if specified) AND either belonging to the ADOMAIN, having an AFLAG, or having \ its Ability ID in the list of AID. The skill will fumble if the caster matches \ the given MASK zappermask. The message MSG= may be specified, with special codes \ @x1 for the skill name, and @x2 for the affected item name. The message can be \ shown PRIVATE= ly, or to everyone in the room. If the affected is an item, the \ ITEM= parameter can be used to specify the state that the item must be in to \ cause the fumble. Lastly, a CAST= argument can be given to cause fumbles to \ be accompanied by a spell being cast by the item against the skill user.\n\r\ \n\r\ Prop_Fumble also has another mode of operation. If WEAPON=TRUE, then instead of \ fumbling skills, it will fumble attacks and cause the attacker to suffer the \ consequences. ADJSENSES=\ cannotsee, canseehidden, canseeinvisible, canseeevil, canseegood, canseesneakers, canseebonus, \ canseedark, canseeinfrared, cannothear, cannotmove, cannotsmell, cannottaste, cannotspeak, \ cannotbreathe, canseevictim, canseemetal, cannotthink, cannotwork, cannotautoattack, \ cannotbecamped, canseeitemshidden ADJDISPOSITION=\ isunseen, ishidden, isinvisible, isevil, isgood, issneaking, isbonus, isdark, isgolem, issleeping, \ issitting, isflying, isswimming, isglowing, isclimbing, isfalling, islight, isbound, iscloaked, \ isunsavable, iscataloged, isunattackable, iscustom, isunhelpful PROP_HAVEADJUSTER=\ Property : Prop_HaveAdjuster\n\r\ Targets : Items\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 class=thief race=elf allset=aname-3\n\r\ Example : str+2 ableprofs="spell_fireball(10)" MASK=-Race +Dwarf\n\r\ Description: \n\r\ So long as the item with this property is owned, the listed effects will be \ given to the owner. All parameters use the + or - adjuster, except the \ class, race, gender, ableprofs, and ablelvls parameters. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ savepar savefir savecol savewat savegas savemin savegen savejus \n\r\ saveaci saveele savepoi saveund savemag savedis savetra \n\r\ ability (magical level), armor, attacks (prowess), damage (max), \ disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), \ senses (see AHELP ADJSENSES), speed (#attacks), \ height, weight, gender, class, race, hitpoints, hunger (stomach size), \ mana, movement, thirst (stomach size) conversion weightadj saveblunt \ savepierce saveslash savespells saveprayers savesongs savechants \ critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and \ ablelvls is a commma-delimited list of ablityids followed by a number \ in parenthesis to adjust proficiency or casting level by.\n\r\ \n\r\ By default, the values + or - are added to the existing values. However, if \ MULTIPLYPH=true is included in the parameters, then attack, armor, and damage \ will instead have their values multiplied by the given value / 100. Likewise, \ if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly \ multiplied instead of added. All other values act the same.\ \n\r\ Parameters may also include ALLSET=[SET_NAME]-[NUMBER] where SET_NAME is a \ arbitrary un-spaced name of the set to which the item belongs. Only when [NUMBER] \ items in that set are possessed (or worn for Prop_WearAdjuster) will all of the \ stats be adjusted according to their parameters.\n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HAVEENABLER=\ Property : Prop_HaveEnabler\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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%. \n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HAVERESISTER=\ Property : Prop_HaveResister\n\r\ Targets : Items\n\r\ Parameters : resistance names followed by percentages\n\r\ Parameters : Parameters may be followed by an optional mask\n\r\ Example : magic 50% poison -10%\n\r\ Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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: \n\r\ Resistances: gas fire electricity mind magic cold acid water evil (undead) \n\r\ Resistances: justice (as per many thief abilities) \n\r\ Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons\n\r\ Resistances: -- weapons get reduced % damage per round, lvl based, with limits.\n\r\ : : -- always modifier makes weapon resists always work, no limits.\n\r\ Resistances: spell chant song prayer thief_skill (ability types) \n\r\ Resistances: enchantment/charm kicking vexing conjuration (ability domains)\n\r\ Immunities : teleport (includes gate, summon) holy disease poison\n\r\ Misc : debuf-duration (pct is the maximum debuf ticks remain)\n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HAVESPELLCAST=\ Property : Prop_HaveSpellCast\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ So long as the item with this property is owned, the owner will be under the \ effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell \ to make all the effects non-dispellable until the property no longer applies; \ use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell \ name to force all the listed effects be cast at a different level than default.\ The flag MAXTICKS=[NUMBER] can be used to shorted the length of all spell casts. \n\r\ The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent listed spells. \n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HAVEZAPPER=\ Property : Prop_HaveZapper\n\r\ Targets : Items\n\r\ Parameters : masking parameters described below, optional zap message\n\r\ Example : -class +mage -race +elf -evil\n\r\ Example : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage\n\r\ Description: \n\r\ Whenever this item is picked up by a mob, the item will be \ zapped out of the mobs hands if they meet the parameters. \ An optional MESSAGE parameter can define what is seen when the zap occurs. \ Also optionally, the parameters can start with the word ACTUAL to change \ zapping behavior to look at actual values instead of perceived values \ (this about a class check applied to a Charlatan.). The parameters can \ also start with the word CONTENT to have the zapper apply equally to \ a container and its contents (at least until the thing with the zapper \ is separated from the container). If the parameters include any alignment \ checks, the item will end up with an appropriate ambiance as well. \ See AHELP ZAPPERMASK, where allowed can possess, and disallowed is zapped. PROP_HEREADJUSTER=\ Property : Prop_HereAdjuster\n\r\ Targets : Rooms\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 ableprofs="spell_fireball(10)" MASK=-RACE +Dwarf\n\r\ Description: \n\r\ So long as the room with this property is occupied, the listed effects will be \ given to the occupants. All parameters use the + or - adjuster, except the \ class, race, and gender, ableprofs, and ablelvls parameters. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ savepar savefir savecol savewat savegas savemin savegen savejus \n\r\ saveaci saveele savepoi saveund savemag savedis savetra \n\r\ ability (magical level), armor, attacks (prowess), damage (max), \ disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), \ senses (as AHELP ADJSENSES), speed (#attacks), \ height, weight, gender, class, race, hitpoints, hunger (stomach size), \ mana, movement, thirst (stomach size) conversion weightadj saveblunt \ savepierce saveslash savespells saveprayers savesongs savechants \ critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and \ ablelvls is a commma-delimited list of ablityids followed by a number \ in parenthesis to adjust proficiency or casting level by.\n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HEREENABLER=\ Property : Prop_HereEnabler\n\r\ Targets : Rooms, Areas\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ Whenever someone enters the room or area, they \ will be granted the spells, skills listed. The percentage given is optional, \ and will be the proficiency of the skill. If a percentage is not given, the \ default is 100%. When they leave, they lose the spells/skills.\n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HERESPELLCAST=\ Property : Prop_HereSpellCast\n\r\ Targets : Rooms\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ So long as the room with this property is occupied, the occupants will \ be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell \ to make all the effects non-dispellable until the property no longer applies; \ use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell \ name to force all the listed effects be cast at a different level than default.\ The flag MAXTICKS=[NUMBER] can be used to shorted the length of all spell casts. \n\r\ The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent listed spells. \n\r\ \n\r\ The parameters may also END with the key word MASK= followed by a mask. This \ mask will select which kinds of mobs and players will be affected by this property. \ See ZAPPERMASKS for more information on zapper mask syntax. PROP_HIDDEN=\ Property : Prop_Hidden\n\r\ Targets : MOB, ROOM, ITEM, EXIT, ETC\n\r\ Parameters : (UNLOCATABLE) (BUBBLES)\n\r\ Example : \n\r\ Example : unlocatable\n\r\ Description: \n\r\ An alternative to setting something permanently hidden, this will keep a hidden until the mob \ performs some act which would normally un-hide the mob. After that, a period of time must \ elapse before the property reengages and makes a mob hidden again. All other object types \ just stay hidden\n\r\ \n\r\ Optional flags include: \n\r\ Unlocatable - makes the item unlocatable by spells, or an area by the WHERE command. \n\r\ Bubbles - makes the hidden property not only apply to the object, but to an owner. PROP_ICEBOX=\ Property : Prop_IceBox\n\r\ Targets : Items,Rooms\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Any items placed in the room or container with this property will not spoil. When removed, however,\ spoilage will resume. PROP_IMPROVEGATHER=\ Property : Prop_ImproveGather\n\r\ Targets : Items,Rooms,Mobs,Areas\n\r\ Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]\n\r\ Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging\n\r\ Description: \n\r\ Alls the mob, item, or location to bestow the ability to multiply the yield \ from certain gathering skills. SKILLS can be either a list of Ability IDs, \ or the word "ALL" to apply to all gathering skills. A MASK would always apply \ to the person doing the skill, and the AMT is the integer number to multiply \ the yield by (or 0 to make it go away altogether!).\n\r\ \n\r\ See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not. PROP_INSTANTDEATH=\ Property : Prop_InstantDeath\n\r\ Targets : MOB, Item, Room, Area\n\r\ Parameters : (MASK="[zapper]") (DAMAGE=[NUM]) (DMGPCT=[0-100]) (MSG="[STR]")\n\r\ Example : mask="-race +dwarf"\n\r\ Example : damage=10 dmgpct=0 msg="<S-NAME> <DAMAGES> <T-NAME>"\n\r\ Description: \n\r\ Will (eventually) cause the death of anyone using the item, attacking the mob, \ or entering the room or area. If a mask if given, only those matching the mask \ are killed. If a DMGPCT < 100 is used, damage is done and the MSG is displayed. \ If a DAMAGE > 0 is used, but DMGPCT=0, then a flat amount of damage is done.\n\r\ \n\r\ See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared. PROP_INVISIBILITY=\ Property : Prop_Invisibility\n\r\ Targets : MOB\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ 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_ITEMBINDER=\ Property : Prop_ItemBinder\n\r\ Targets : Items\n\r\ Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]\n\r\ Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."\n\r\ Description: \n\r\ Allows an item to be bound when an event occurs to the person, account, or clan that \ either picks it up or first equips it. Once bound, an item can only be picked up by \ that same player, account, or clan. The zap message is also configureable. PROP_ITEMNORUIN=\ Property : Prop_ItemNoRuin\n\r\ Targets : ITEM\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ When placed on an item, that item will be exempt from your systems loot policy. The item will not be \ deleted, corrupted, ruined, or otherwise affected by the policy, regardless of your ini file settings. PROP_ITEMSLOT=\ Property : Prop_ItemSlot\n\r\ Targets : ITEM\n\r\ Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (LEVEL=NONE/HIGH/ADD) \n\r\ Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML]\n\r\ Example : NUM=4 TYPE=Gems REMOVABLE=TRUE\n\r\ Description: \n\r\ When placed on an item, that item will have available slots into which other items, those \ with the Prop_ItemSlotFiller property, can be PUT using the PUT command. When this is done, \ the item with this property will gain the effect benefits of the other item in addition to \ its own.\n\r\ \n\r\ The NUM parameter determines how many slots are available. The TYPE parameter must match \ the TYPE parameter from the Prop_ItemSlotFiller of the item being PUT. The REMOVABLE \ property sets whether the items in the slots may be removed. The LEVEL argument affects \ how slot fillers affect the item level: none, equal to the highest, or added together. \ See also Prop_ItemSlotFiller. PROP_ITEMSLOTFILLER=\ Property : Prop_ItemSlotFiller\n\r\ Targets : ITEMS (NOT CONTAINERS)\n\r\ Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...]) \n\r\ Parameters : (ADDS="[ID(args),...]")\n\r\ Example : NUM=4 TYPE=Gems REMOVABLE=TRUE\n\r\ Description: \n\r\ When placed on an item, that item will put able to be PUT, using the PUT command, into the \ slots provided on an item with the Prop_ItemSlot property. When this is done, the item into \ which this item is PUT will gain all the effect benefits of this item.\n\r\ \n\r\ The NUM parameter determines how many slots this item takes up. The TYPE parameter must match \ the TYPE parameter from the Prop_ItemSlot of the item being PUT into.\n\r\ \n\r\ The SKIPS property is a comma delimited list of Ability IDs which should be ignored when determining which \ effects on this item should be applied to the slotted item.\n\r\ \n\r\ The ADDS property is a comma delimited list of Ability IDS should should be added to an item whose slot \ is filled by this one. Arguments to the ablilities can be given in parenthesis(). The properties \ must be ones that would affect the target item directly. PROP_ITEMTRANSPORTER=\ Property : Prop_ItemTransporter\n\r\ Targets : Rooms, MOBs, Items (Containers)\n\r\ Parameters : The transporter KEY\n\r\ Example : KEYX123\n\r\ Description: \n\r\ 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=\ Property : Prop_ItemTransReceiver\n\r\ Targets : Rooms, MOBs, Items (Containers)\n\r\ Parameters : The transporter KEY\n\r\ Example :
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