Properties Reference

CoffeeMud 5.7

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


			

Bleeding: Bleeding

Bleeding is when there are open wounds from which the fluid of life runs
freely. This is not a good state to be in. Those who are bleeding are weak, and
do not regain health. Their maximum movement and mana are both reduced to reflect
their hit points, and hit points are not regained while the bleeding continues.
This conditions is cured in several ways. One is to wait for the bleeding to stop,
which may take awhile. Another way is to be healed magically until you are above
50% hit points. A final way is simply to be bandaged by the bandaging 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
Domain : Alteration
Available: Numerous Classes(4)
Allows : Ranged Altering I, Reduced Altering I, Power Altering I
Allows : Extended Altering I, Ignalist I
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.

Chant_DruidicConnection: Druidic Connection


Chant : Druidic Connection
Domain : Enduring
Allows : Enduring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "DRUIDIC CONNECTION"
Example : chant "druidic connection"
If the druid is in a rural area, and has summoned his or her plants into at
least 50% of the rooms in an area, then the druid will automatically create a
connection with the area. After this connection is made, the druid must remain in
the area to maintain the connection. Leaving will cause the connection to be
broken, and most of his or her plants to wither away.

Maintaining the connection with the area will allow the druid to gain a burst
of experience every mud-day that the druid remains in the area. Animals and
animated plants in the area will also have higher attack and damage bonuses.

See also myplants, summon plants, summon fungus, summon tree, etc.

CombatSleep: Combat Sleep

Ability    : COMBATSLEEP
Parameters :
Example :
Example :
Description:
This skill causes the target to go to sleep, if during combat. It will end
combat if successful.

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


Skill : Clan Crafting
Domain : Crafting
Available: Numerous Classes(3) Several Classes(1)
Allows : Wise Crafting I, Quick Worker I
Use Cost : Movement (25)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: clancraft list
: clancraft list flag
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or the
equivalent privileges), may use this skill even if they have the skill. The
majority of items crafted using this skill serve the CONQUEST system. See the help
on CONQUEST for more information on how to use the items. The extent of the items
which can be crafted expands as the player goes up in level. To begin crafting,
the player must have placed the materials he or she wishes to make the item from on
the ground. Using better materials will increase both the strength and the
required level of the crafted item.

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 course 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: Tetanus

Disease    : Tetanus
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.

Dragonbreath: Dragonbreath

Ability    : Dragonbreath
Parameters : acid, fire, cold, lightning, or gas
Example : acid
Usage : DRAGONBREATH
Description:
Gives the creature the ability to use his or her breath weapon.

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
Domain : Nature lore
Allows : Nature Lore I
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 : FIREBREATH [TARGET NAME]
Example : firebreath 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


			

GenAbility: an ability


Spell : an ability
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Power Abjuring I
Allows : Extended Abjuring I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
This ability is not yet documented.

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

Lighteningbreath: Lightningbreath

Ability    : Lighteningbreath
Parameters :
Example :
Description:
Duh!

Mood: Mood

Command : MOOD
Usage : MOOD LIST/[MOOD NAME]
Example : mood normal
Example : mood list
Short(s):
This command changes how you interact with the world when speaking. You can
enter MOOD LIST to get a list of valid moods. Be aware that sometimes a mean mood
can actually have an affect on the people you speak to!

PaladinSkill: Paladin Skill

Char Class: Paladin (Fighter)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +(Wisdom/6) per level Trains : 4 +1 per level
Hit Points: 20 +(Con/2)+2d6 per level Mana : 100 +(Int/8)+1d3 per
level
Movement : 100 +(Str/18)X12 per level Damage Pts: +1 damage per 30
level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
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
Domain : 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 experience (how
much depends on power put into the casting) to magically enhance the item with
PARALYSIS damaging blasts, and resistances. 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
Domain : Healing
Available: Cleric(30)
Allows : Healing I
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
Domain : Communing
Allows : Communing I
Alignment: pure evil, 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
Domain : Communing
Allows : Communing I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Always 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
Domain : Healing
Allows : Healing I
Alignment: somewhat good, somewhat evil, pure neutral
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
Domain : Restoration
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
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, though the time required to
give birth is highly race-dependent. The child should remain in the mothers
inventory until it can walk, which occurs 9 mud- months following birth (more or
less, depending on race again). 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
one of their maximum stats when they become a player, making them a good choice for
playing!

PresenceReaction: an ability

Ability    : PresenceReaction
Parameters : =[MOB/PLAYERNAME]
Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
Parameters : +[COMMAND]=[PARMS]
Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
Description:
This temporary property governs temporary reactions in the form of behaviors,
properties, standard commands, or other effects. These reactions persist only so
long as the mob/player the property was invoked against remains in the same room as
the invoker. Intended as an tool for the faction system, this property can be
invoked as a skill against the target, or used in other ways. The parameters are a
~~ delimited list of ability, behavior, or command names followed by an = sign and
any parameters. If the ability name is empty, then it is assumed you are
designating the mob or player being reacted to. As it is required to designate a
mob being reacted to, this must be eventually set either by parameters, or through
invoking.

This affect automatically removes itself and its subordinate effects whenever
the reacted to player/mob is not in the same room as the invoking mob.

Prisoner: Prisoner

One who is under the prisoner`s geas is unable to cast spells of recall or
teleportation, and can not flee from combat.

Prop_AbilityImmunity: Ability Immunity

Property   : Prop_AbilityImmunity
Targets : Anything
Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
';' delimited
Example : OWNER;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. 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: 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_Adjuster: Adjustments to stats

Property   : Prop_Adjuster
Targets : Mobs
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:
The listed effects will be given 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).

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: Putting an area up for sale

Property   : Prop_AreaForSale
Targets : Areas
Parameters : (RENTAL )Price of the area
Example : 1000000
Example : Bob/100000
Description:
Makes this area available for purchase by a player. To have a shopkeeper sell
the area, you must create a GenTitle or StdTitle item with the area name as the
property id and give it to the shopkeeper to sell. The system will automatically
maintain the integrity of any items left in the rooms, including restoring them on
reboot. The title received for purchasing a room may be GIVEn or SELLed to change
possession of the property. The word rental followed by a space may preceed the
price to make the price of the property be charged every month automatically out of
a Bankers account. Failure to make rent returns the property to sellable status.

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

Prop_Artifact: Artifact

Property   : Prop_Artifact
Targets : Items
Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
Example : nomobs=false
Description:
The items with this property will persist in their last known location past
reboots, and optionally always drop from players inventories when they quit, be
invulnerable to damage, not be possessable by mobs, and not capable of being acted
upon with skills or spells. By default, all of the above is true, though that can
change by setting one of the following parameters to false:
autodrop - the item drops from player inventories when they quit or shutdown
nomobs - the item may not be picked up by a non-player
nolocate - the item may not be located via Locate Object spell
nocast - the item may not have ANY spells cast upon it

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_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 ZAPPERMASKS 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 ZAPPERMASKS 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 ZAPPERMASKS 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 ZAPPERMASKS 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 per round)
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 ZAPPERMASKS 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 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 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: 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 to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

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 ZAPPERMASKS 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 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 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: 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_IceBox: Works like an ice box

Property   : Prop_IceBox
Targets : Items,Rooms
Parameters :
Example :
Description:
Any items places in the room or container with this property will not spoil.
When removed, however,spoilage will resume.

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_ItemNoRuin: Prevents deletion/corruption from corpses

Property   : Prop_ItemNoRuin
Targets : ITEM
Parameters :
Example :
Description:
When placed on an item, that item will be exempt from your systems loot policy.
The item will not be deleted, corrupted, ruined, or otherwise affected by the
policy, regardless of your ini file settings.

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 preceded 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_LanguageSpeaker: Forces language speaking

Property   : Prop_LanguageSpeaker
Targets : Mobs, Items, Rooms, Exits, Areas
Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
Example : LANGUAGE=Dwarven
Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB
Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
Description:
This is property forces the mobs who become affected by this property to speak
the designated language until something else stops them. On a mob, the affected
mob will speak the language. On a room, those who enter or are born in a room may
be speak the language. On an area, those who enter or are born in a room may speak
the language. On an exits, those who enter the exit may speak the language. On an
item, those who pick up the item may start speaking the language, while putting it
down will stop them.

The parameters affect who will start speaking the language. By default, any
non-player mob will become affected. HOMEONLY will force only those whose starting
room is in the area to speak. NOMOBS will eliminate all non-players from
consideration. PLAYERS will allow players to be affected. An optional zapper mask
may follow a semicolon to add additional masks. +SYSOP (allow archons to bypass the
rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

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
Example : Bob/100000
Description:
Makes this room and future adjacent rooms available for purchase. This
property is an extension of the Prop_RoomForSale property, and includes all of its
capabilities, PLUS, when this room is sold, adjacent lots will automatically be
created and put up for sale, allowing the player to expand his or her property.
When the properties are sold, or fall back out of any players possession, the
system will automatically retract the created rooms. The word rental followed by a
space may preceed the price to make the price of the property be charged every
month automatically out of a Bankers account. Failure to make rent returns the
property to sellable status.

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

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 player 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 to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

Prop_ModFaction: Modifying Faction Gained

Property   : Prop_ModFaction
Targets : MOBs, Items, Rooms, Areas
Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : alignment.ini: 500
Example : alignment.ini: 500;-race +orc
Example : =10%
Example : examples/reputation.ini: +20%
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : +alignment.ini:*2
Description:
Allows the archon to modify the amount of faction gained or lost by each player
for slaying the mob. If placed on a mob, the faction will be granted according to
the parm, so long as the player meets the mask parameters (optional) and so long

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 : (ALLOWNONAGGR)
Example :
Description:
Disallows summoning of creatures or people INTO the affected place. The
optional ALLOWNONAGGR parm may be added to disallow summoning only of aggressive
mobs.

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 : (nosneak) (nofollow) ("message=my message") mask
Example : -race +elf
Example : nosneak -race +elf
Example : "message=Elves Only in there!" nofollow -race +elf
Description:
Creates restrictions for entering a room. Followers will be allowed unless
explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
"message= ... " (override the default no-entry message.
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

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 : optional msg; tattoo masks listed below
Example : -all +manlymen
Example : You can't go here!;-all +manlymen
Description:
Creates tattoo restrictions for entering a roomor possessing an item.
Followers will be allowed unless explicitly disallowed. See the help on Tattoos.
Understood masks include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers of appropriate alignment)
-all (disallow unless has one of the following +tattoos)
+all (allow unless has any of the followng -tattoos)
+none (must have all +tatoos, and lack all -tattoos)
+TATTOONAME (must have tattoo)
-TATTOONAME (must not have tattoo)

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 ZAPPERMASKS 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 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 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_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 to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

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
Example : Bob/1000000
Description:
Makes this room available for purchase by a player. The room will be
automatically listed in the stock of any ShopKeeper in the SAME AREA who is
designated a LandSeller, or any shopkeeper who has the proper StdTitle item in its
selling inventory. The system will automatically maintain the integrity of any
items left in the room, including restoring them on reboot. After a room is sold,
the player need only enter "LOOK ID" to see the rooms ID for the purposes of
identifying his or her lot in the future. The title received for purchasing a room
may be GIVEn or SELLed to change possession of the property. The word rental
followed by a space may preceed the price to make the price of the property be
charged every month automatically out of a Bankers account. Failure to make rent
returns the property to sellable status.

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

Prop_RoomsForSale: Putting a cluster of rooms up for sale

Property   : Prop_RoomsForSale
Targets : Room
Parameters : (RENTAL) Price of the group ofroom
Example : 1000000
Example : The Bob Clan/1000000
Description:
Makes this room part of a group of rooms available for purchase by a player.
The rooms will be sold as a group by the shopkeeper. If you have more than one
group of rooms for sale, they MUST be separated by at least one room which is not
for sale, otherwise both groups will be considered one. See Prop_RoomForSale for
more information on sold rooms and the rental flag.

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.

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_StayAboard: Stays on mounted thing

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

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 TattooAdder

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 ZAPPERMASKS 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 ZAPPERMASKS 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 ZAPPERMASKS 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 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 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_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 to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow archons or area staff to bypass the rules)
-SUBOP (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 +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-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)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-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 class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-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)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon 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.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-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)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow anyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-CHANCE 50 (disallow the given % of the time)

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


			

QuestBound: QuestBound

Ability    : QuestBound
Parameters : Class reference code of a Quest object
Example : Don't worry about it
Description:
A temporary affect automatically added to all quest mobs and items both created
and existing. Its purpose is to detect when a reset, shutdown, or other disaster is
about to happen to the mob or item so that the quest can be stopped. This prevents
unwanted properties/behaviors/changes from being saved to the database on accident.

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
Domain : Restoration
Available: Several Classes(25)
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
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.

ScrollScribing: Scroll Scribing


Skill : Scroll Scribing
Domain : Crafting
Allows : Quick Worker I
Use Cost : Movement (20)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
Example : enscribe iron grip scroll
: brew list
: enscribe list iron
This skill allows the player to scribe a magic scroll from one of the spells
the player knows. To do this, the player must have a piece of blank scroll paper
to make the scroll out of. Many scrolls require scribing components. Also, the
player must have mastered the spell before attempting to scribe a scroll from it.
Lastly, the player will lose some experience for scribing the scroll.

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_Flee: Flee


Skill : Flee
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : FLEE
Usage : FLEE ([DIRECTION])
Example : flee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction will
be chosen for you. Fleeing from combat can cause you to lose experience points in
many cases, so use this command sparingly. If all of your opponents are asleep,
paralyzed, or bound, however, no loss is recorded for using this command.

Skill_Slip: Slip


Skill : Slippery Mind
Requires : 'Con'
Requires : A base charisma of at least 18.
Allows : Dampen Auras
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPERYMIND
Usage : SLIPPERYMIND
Example : slipperymind
The thief manages to convince himself and others that he is utterly neutral
with regard to all factions (right in the middle of the range of each of his
factions).

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 : Lullaby
Domain : Singing
Available: Bard(22)
Allows : Sharp Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 2
Commands : SING, SI
Usage : SING LULLABY
Example : sing lullaby
Enemies of the bard who hear this song fall fast asleep.

SoundEcho: Sound Echo


			

Specialization_Weapon: Weapon Specialization


Skill : Weapon Specialization
Domain : Weapon use
Allows : Master Weaponsmithing, Weaponsmithing
Invoked : Automatic
The player is a weapon master, gaining bonuses to attack when armed.

Spell: a Spell


Spell : Detect Ambush
Domain : Divination
Available: Diviner(24)
Allows : Ranged Divining I, Reduced Divining I, Power Divining I
Allows : Extended Divining I
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_Exhaustion: Exhaustion


Prayer : Cause Exhaustion
Domain : Vexing
Available: Necromancer(23) Templar(10)
Allows : Vexing I
Alignment: pure evil, 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_Irritation: Irritation


			

Spell_WellDressed: Well Dressed

An affect common to wearing exquisite clothing, that results in extra Charisma.

StdAbility: an ability


			

StdBomb: a bomb


			

StdLanguage: 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].

StdSkill: StdSkill


			

StdTrap: standard trap


			

SuperPower: a Super Power


			

TemporaryAffects: Temporary Affects

Ability    : Temporary Affects
Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : -[ABILITYID/BEHAVIORID]
Example : +Mood 10 HAPPY
Example : +Clericness 20 Healer
Example : +Prop_Hidden 10
Description:
Allows the builder to temporarily affect a mob, item, exit, or room with a
property or behavior that would normally be permanent if applied in a normal way.
The first parameter is the ability id or the behavior id, the second is the number
of ticks that it will last, while the last parameter is optional parameters for
THAT ability or behavior. The parameters may be prefixed with a plus(+) sign to
allow it to stack with other temporary affects. A minus(-) sign followed by an
ability or behavior id will prematurely remove the temporary affect.

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_DisassembleTrap: Disassemble Traps


Skill : Disassemble Traps
Domain : Find/remove traps
Allows : Trap Disabling I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DISTRAP, DISASSEMBLETRAPS
Usage : DISTRAP [ITEM, DIRECTION]
Example : distrap east
Example : distrap chest
If an item is trapped, the thief can attempt to disable and safely disassemble
the trap, recovering the components used to create it.

Thief_ImprovedCaltrops: Improved Caltrops


Skill : Improved Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : IMPROVEDCALTROPS
Usage : IMPROVED CALTROPS
Example : improvedcaltrops
The thief drops numerous small light sharp metal objects on the ground around
him or her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have have to avoid them or having
them pierce deeply into their flesh, doing horrible damage.

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
Domain : Alert
Available: Artisan(3) Numerous Classes(4)
Allows : Vigilantly I, Quick Worker I
Use Cost : Movement (20)
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_SlickCaltrops: Slick Caltrops


Skill : Slick Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SLICKCALTROPS
Usage : SLICK CALTROPS
Example : slickcaltrops
The thief drops numerous small slick metal objects on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have have to avoid them or risk
slipping and hitting the ground, possibly also taking heavy damage from the
caltrops.

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. This trap is only triggered when someone other than the trapper attempts
to pick up the item.

Trap_Boulders: boulders

Trap       : Boulders
Targets : Rocky rooms (mountains, hills, etc)
Parameters :
Description:
A trap which causes rocks to assault the victim. Use stone to build this trap
and make sure you are in the proper type of room.

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.