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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 : Malicious 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.
CommonSkill: Common Skill
Common Skills are the gathering skills, such as Foraging and Mining, and the Crafting skills, such as Carpentry and Blacksmithing.
CraftingSkill: Crafting Skill
Dance: a Dance
Skill : DANCE Usage : DANCE [SONG NAME] Example : dance foxtrot Short(s) : DA Bards can invoke their magical dances using the dance command. Some songs require that you direct the energy at a target, while others only apply to the bard. Dances can be stopped using the DANCE STOP command, or by simply moving to a new room. For help on a particular song, enter help and then the name of the song.
Disease: Disease
Disease : Disease Parameters : Example : Description: The base disease class. Should not normally be used for anything. Is not catchable.
Disease_Aids: Aids
Disease : AIDS Parameters : Example : Description: Aids lowers ones defences against all other diseases, and last forever. It is spread through sexual contact, and contracted by having sex with a monkey.
Disease_Alzheimers: Alzheimers
Disease : Alzheimers Parameters : Example : Description: This disease lowers ones intelligence and wisdom, and makes them forget their skills. It will also cause occassional wandering. It is the consequence of extreme age. It is not contagious, but is very hard to cure.
Disease_Amnesia: Amnesia
Disease : Amnesia Parameters : Example : Description: Amnesia removes the ability to remember skills, spells, etc for a time. It is the occasional consequence of rejuvinating after death. It is not contagious.
Disease_Anthrax: Anthrax
Disease : Anthrax Parameters : Example : Description: This horrid disease depleats constitution until death. It is the occassional affliction of sheep. It is spread by contact.
Disease_Arthritis: Arthritis
Disease : Arthritis Parameters : Example : Description: This disease lowers ones dexterity. It is the occasional consequence of age, gonorrhea, and lyme disease. It is not contagious.
Disease_Asthma: Asthma
Disease : Asthma Parameters : Example : Description: This condition lowers ones movement rate by 75%. It is not catchable by any known means. It is not contagious.
Disease_Blahs: Blahs
Disease : Blahs Parameters : Example : Description: Always fatigued, and impossible to understand when speaking, this disease is caused by excessive idle time.
Disease_Cancer: Cancer
Disease : Cancer Parameters : Example : Description: This disease depleats constitution, taking mana, movement, and hit points with it until death. It is the rare consequence of age. It is not contagious.
Disease_Cannibalism: Cannibalism
Disease : Cannibalism Parameters : Example : Description: This diseases causes the target to hunger only for the meat of his/her own race.
Disease_Carrier: Carrier of Disease
Disease : Carrier Parameters : Disease class name Example : Disease_Cancer Description: This strange condition is not catchable, and probably not harmful. Supposedly it carries other diseases. It is not contagious.
Disease_Chlamydia: Chlamydia
Disease : Chlamydia Parameters : Example : Description: This disease cuts movement in half, is spread sexually, and contracted as a very rare consequence roaming around swamps. It also makes one infertile and uninterested in sex.
Disease_Cold: Cold
Disease : Cold Parameters : Example : Description: Lowers strength and constitution, and does periodic minimal damage. It is contracted by running around in cold weather without sufficient clothing. It is spread by proximity to one infected.
Disease_Depression: Depression
Disease : Depression Parameters : Example : Description: Lowers attack and justice saves, creates a periodic sense of hunger, and actual fatigue and periodic sleep. Depression is caused by successful pregnancy, and possibly by witnessing the death of a follower.
Disease_Fever: Fever
Disease : Fever Parameters : Example : Description: Causes strange hallucinations. Is the occassional consequence of flu, gengrene, infections, lyme disease, malaria, pneumonia, and syphilis. It is not contagious.
Disease_Fleas: Fleas
Disease : Fleas Parameters : Example : Description: Affects ones dexterity for a time. Can be contracted from dogs and fidos. It is spread by contact, and proximity to the infected.
Disease_Flu: Flu
Disease : Flu Parameters : Example : Description: A form of severe cold, which lowers strength, constitution, hit points, mana, and movement, and does some periodic damage. Is the rare consequence of roaming around without sufficient clothing. It is spread by proximity to the infected.
Disease_FrostBite: Frost Bite
Disease : FROSTBITE Parameters : Example : Description: Frost bite afflicts a single extremety, which will fall off if the frost bite is not cured in time.
Disease_Gangrene: Gangrene
Disease : Gangrene Parameters : Example : Description: This horrid condition lowers charisma, and depleats maximum hit points until death. It is a consequence of an untreated infection. Gangrene also lowers ones healing rate.
Disease_Giggles: Contagious Giggles
Disease : Giggles Parameters : Example : Description: Other than being infectuous, this disease has no bad consequences. It is the result of untreated smiles. It is spread by proximity to the infected.
Disease_Gonorrhea: Gonorrhea
Disease : Gonorrhea Parameters : Example : Description: This std lowers ones attack ability, and makes one infertile and uninterested in sex. It is the rare result of wandering around jungles. It is spread sexually.
Disease_HeatExhaustion: Heat Exhaustion
Disease : HEAT EXHAUSTION Parameters : Example : Description: Someone suffering from heat exhaustion suffers hallucinations of other places until the disease runs its 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!
Paladin: Paladin's Amazement
Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good alignment.
How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance.
Paralysis: Paralysis
Spell : ClanEnchant Paralysis 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: evil, pure evil Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Causes the those in the same room as the cleric to suffer a drop in charisma due to feelings of anger and hopelessness. Will also cause confusion in combat among those not in the clerics group.
Prayer_DivineFavor: Divine Favor
Prayer : Divine Favor Domain : Communing Allows : Communing I Alignment: somewhat good, pure neutral, somewhat evil Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DIVINE FAVOR" [TARGET NAME] Example : pray "divine favor" bob The target gains the favor of his or her god, gaining 10% bonus to experience gain, 10% decrease in experience loss, and possibly getting his or her enemies struck down!
Prayer_HealingAura: Healing Aura
Prayer : Healing Aura Domain : Healing Allows : Healing I Alignment: somewhat good, pure neutral, somewhat evil Invoked : Automatic Anyone not in combat with the possessor of this aura will benefit from a periodic casting of cure light wounds, remove poison, and cure disease.
Prayer_Refresh: Refresh
Prayer : Refresh Domain : Restoration Allows : Restoring I Alignment: somewhat good, pure neutral, somewhat evil Use Cost : Mana (50) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REFRESH" [TARGET NAME] Example : pray "refresh" bob Restores the all mana, hit points, and movement. Cures all hunger, thirst, and fatigue.
Prayer_Regrowth: Regrowth
Prayer_ReligiousDoubt: Religious Doubt
Prayer_RemoveParalysis: Remove Paralysis
Pregnancy: Pregnancy
Remorting requires careful planning and, if you don't have the benefits of certain Druidic chants, lots of time. Remorting is done through your children. Children are created by using the MATE social with a member of the opposite sex while the both of you are suitably undressed. If pregnancy occurs in the female, birth will occur some 10 mud-months following this, 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 their maximum stats when they become a player, making them a good choice for playing!
Prisoner: Prisoner
Ability : Prisoner Parameters : Example : Description: This mob property makes them unable to recall or magically leave their present location. It also prevents fleeing from combat.
Prop_AbilityImmunity: Ability Immunity
Property : Prop_AbilityImmunity Targets : Anything Parameters : list of abilities with optional error string, ';' delimited Example : Disease_Cold;Disease_Flu;Spell_Fireball Example : Disease_Cold=<T-NAME> is immune to <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt! Description: Makes the mob, item, or whatever immune to the listed disease, spell or similar affects.
Prop_AbsorbDamage: Absorb Damage
Property : Prop_AbsorbDamage Targets : Items, Mobs Parameters : Damage Absorption percentages or amounts, the list of absorbed damage types Example : 50% +ALL -SILVER -CLOTH -LEATHER Example : 5 +ALL -MAGIC -SLASHING -FROSTING Example : 25% +ALL -LEVEL15 Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC Description: Whenever the the item with this property is worn, or for the mob with this property, they will attain damage absorption from the types and/or materials of weapons specified. Damage absorption may be represented as a percentage or as a straight amount. Damage amounts must be before the type of damage absorbed in the parameters. Here are the parameters: +ALL - Specifies that, by default, the mob has ALL damage absorbed. -DAMAGETYPE- Creates an exception to the +ALL rule by permitting normal damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc. +DAMAGETYPE- Can be used instead of +ALL to absorb damage from the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc. -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from magical spells and magical weapons. +MAGIC - If +ALL is not used, this will absorb damage from magical spells and weapons. -LEVELX - Creates an exception to the +ALL rule by permitting normal damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc. +LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc. -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage from materials a given material. -PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells. +PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells. -FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells. +FIRE - If +All is not used, this absorbs damage from damage from fire spells. -COLD - Creates an exception to the +All rule by permitting normal damage from cold spells. +COLD - If +All is not used, this absorbs damage from damage from cold spells. -WATER - Creates an exception to the +All rule by permitting normal damage from water spells. +WATER - If +All is not used, this absorbs damage from damage from water spells. -GAS - Creates an exception to the +All rule by permitting normal damage from gas spells. +GAS - If +All is not used, this absorbs damage from damage from gas spells. -MIND - Creates an exception to the +All rule by permitting normal damage from mind spells. +MIND - If +All is not used, this absorbs damage from damage from mind spells. -JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells. +JUSTICE - If +All is not used, this absorbs damage from damage from justice spells. -ACID - Creates an exception to the +All rule by permitting normal damage from acid spells. +ACID - If +All is not used, this absorbs damage from damage from acid spells. -ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells. +ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells. -POISON - Creates an exception to the +All rule by permitting normal damage from poison spells. +POISON - If +All is not used, this absorbs damage from damage from poison spells. -UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells. +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells. -DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells. +DISEASE - If +All is not used, this absorbs damage from damage from disease spells. -TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells. +TRAPS - If +All is not used, this absorbs damage from damage from traps spells.
Prop_AddDamage: Additional Damage
Property : Prop_AddDamage Targets : Items, Mobs Parameters : Extra Damage percentages or amounts, the list of extra damage types Example : 50% +ALL -SILVER -CLOTH -LEATHER Example : 5 +ALL -MAGIC -SLASHING -FROSTING Example : 25% +ALL -LEVEL15 Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC Description: Whenever the the item with this property is worn, or for the mob with this property, they will do or sustain extra damage from the types and/or materials of weapons specified. Extra Damage may be represented as a percentage or as a straight amount. Damage amounts must be before the type of extra damage in the parameters. Here are the parameters: +ALL - Specifies that, by default, the mob has ALL types of damage added to. -DAMAGETYPE- Creates an exception to the +ALL rule by permitting normal damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc. +DAMAGETYPE- Can be used instead of +ALL to add damage from the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc. -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from magical spells and magical weapons. +MAGIC - If +ALL is not used, this will add damage from magical spells and weapons. -LEVELX - Creates an exception to the +ALL rule by permitting normal damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc. +LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc. -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to add damage from materials of a given material. -PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells. +PARALYSIS - If +All is not used, this adds damage from fire spells. -FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells. +FIRE - If +All is not used, this adds damage from fire spells. -COLD - Creates an exception to the +All rule by permitting normal damage from cold spells. +COLD - If +All is not used, this adds damage from cold spells. -WATER - Creates an exception to the +All rule by permitting normal damage from water spells. +WATER - If +All is not used, this adds damage from water spells. -GAS - Creates an exception to the +All rule by permitting normal damage from gas spells. +GAS - If +All is not used, this adds damage from gas spells. -MIND - Creates an exception to the +All rule by permitting normal damage from mind spells. +MIND - If +All is not used, this adds damage from mind spells. -JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells. +JUSTICE - If +All is not used, this adds damage from justice spells. -ACID - Creates an exception to the +All rule by permitting normal damage from acid spells. +ACID - If +All is not used, this adds damage from acid spells. -ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells. +ELECTRICITY - If +All is not used, this adds damage from electric spells. -POISON - Creates an exception to the +All rule by permitting normal damage from poison spells. +POISON - If +All is not used, this adds damage from poison spells. -UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells. +UNDEAD - If +All is not used, this adds damage from undead/evil spells. -DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells. +DISEASE - If +All is not used, this adds damage from disease spells. -TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells. +TRAPS - If +All is not used, this adds damage from traps.
Prop_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 +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -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) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -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 subtracted materials) -RESOURCES "+OAK" etc.. (disallow only items of added resources) +RESOURCES "-OAK" etc.. (Do not disallow items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (disallow only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of subtracted classes) -RESOURCES "+OAK" etc.. (disallow only items of added resources) +RESOURCES "-OAK" etc.. (Do not disallow items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -VALUE X (disallow those with value or money less than X) +VALUE X (disallow those with value or money greater than X) -WEIGHT X (disallow those weighing less than X) +WEIGHT X (disallow those weighing more than X) -ARMOR X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (disallow only items wearable on added locs) +WORNON "-NECK" etc.. (Do not disallow items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (disallow only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) -SENSES "+CANSEEDARK" etc.. (disallow only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not disallow those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)-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) -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)
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_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 preceeded by a % chance Example : Example : 100% Dwarven 50% Elvish Example : Dwarven Elvish Example : 75% Dwarven Elvish Description: This is property allows the mob or item to translate any words spoken in the room in a language other than Common, into Common. The mob or item will SAY the translation out loud. The percentage chance given, which defaults to 100%, will be the chance that the mob or item will translate any given sentence.
Prop_LimitedItems: Limited Item
Property : Prop_LimitedItems Targets : Items Parameters : The number of items with this name to maintain Example : 3 Description: This property will ensure that no more than the given number of items with the same name as the ones with this property will exist, either in the inventory of players, or in rooms. It works by removing the excess items from the map when someone first enters a room with one of the excess items. For this reason, limited items are automatically marked as non-locatable to block them from spells like Locate Object.
This property will cause all player records to be loaded into memory at the end of the normal boot cycle, which will increase boot time and may cause a delay for the first person logging in.
Prop_LocationBound: Leave the specified area, or room
Property : Prop_LocationBound Targets : Items, Mobs Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID] Example : AREA Example : ROOM Example : My Happy Area Example : My Area#12321 Description: This property will ensure that the affected mob or item is unable to leave or be taken away from its home location, which is determined by the parameters. Use ROOM or AREA to prevent it from leaving whatever its current room or area is. Using a specific area name or room id is more helpful, however, as it will not only prevent movement away from the given area or room, but will whisk the mob or item BACK to its home if it is ever able to be removed for some reason ANYWAY.
Prop_LotsForSale: Putting many rooms up for sale
Property : Prop_LotsForSale Targets : Room Parameters : (RENTAL) Price of each room on the lot Example : 1000000 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 slayer meets the mask parameters (optional). If placed on an item, the experience will be granted to the wearer (or wielder or holder), so long as the mob killed meets the mask (optional). If placed on a Room or Area, the experience will be greated to another who meets the (optional) mask requirements.If no mask is given, the experience is always granted. Valid masks are: +SYSOP (allow archons 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 +myotherfactionrange (create exceptions) -myfactionrange -myotherfactionrange (disallow only named faction range) -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) -LEVEL (disallow all levels) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -NAMES (disallow everyone) -NAMES +bob "+my name" etc.. (create name exceptions) +NAMES (do not disallow anyone who has a name) +NAMES -bob "-my name" etc.. (create name exceptions) -CLAN (disallow anyone, even no clan) -CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions) +CLAN (do not disallow anyone, even non clan people) +CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions) -DEITY (disallow anyone, even no deity) -DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions) +DEITY (do not disallow anyone, even non deity worshipping people) +DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions) -ANYCLASS (disallow all multi-class combinations) -ANYCLASS +thief +mage +ranger (exceptions, allow any levels) +ANYCLASS (do not disallow all multi-class combinations) +ANYCLASS -thief -mage -ranger (exceptions, disallow any levels) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT X (disallow those with intelligence greater than X) +INT X (disallow those with intelligence less than X) -WIS X (disallow those with wisdom greater than X) +WIS X (disallow those with wisdom less than X) -CON X (disallow those with constitution greater than X) +CON X (disallow those with constitution less than X) -CHA X (disallow those with charisma greater than X) +CHA X (disallow those with charisma less than X) -DEX X (disallow those with dexterity greater than X) +DEX X (disallow those with dexterity less than X) +-ADJSTR...ADJCON (Same as above, but uses current values) -AREA (disallow in all areas) -AREA "+my areaname" etc.. (create exceptions) +AREA (do not disallow any areas) +AREA "-my areaname" etc.. (create exceptions) -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 subtracted materials) -RESOURCES "+OAK" etc.. (disallow only items of added resources) +RESOURCES "-OAK" etc.. (Do not disallow items of subtracted resources) -JAVACLASS "+GENMOB" etc.. (disallow only objects of added java class) +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of subtracted classes) -RESOURCES "+OAK" etc.. (disallow only items of added resources) +RESOURCES "-OAK" etc.. (Do not disallow items of subtracted resources) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -VALUE X (disallow those with value or money less than X) +VALUE X (disallow those with value or money greater than X) -WEIGHT X (disallow those weighing less than X) +WEIGHT X (disallow those weighing more than X) -ARMOR X (disallow those with armor bonus less than X) +ARMOR X (disallow those with armor bonus more than X) -DAMAGE X (disallow those with damage bonus less than X) +DAMAGE X (disallow those with damage bonus more than X) -ATTACK X (disallow those with attack bonus less than X) +ATTACK X (disallow those with attack bonus more than X) -WORNON "+TORSO" etc.. (disallow only items wearable on added locs) +WORNON "-NECK" etc.. (Do not disallow items wearable on subtracted locs) -DISPOSITION "+ISHIDDEN" etc.. (disallow only with added dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) -SENSES "+CANSEEDARK" etc.. (disallow only those with added sens.) +SENSES "-CANSEEDARK" etc.. (Do not disallow those with subtracted sens.) -HOUR +X (disallow always, unless the hour is X) +HOUR -X (disallow those only when the hour is X) -SEASON +FALL (disallow those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -MONTH +X (disallow those only when month number is X) +MONTH -X (disallow those whenever the month number is X)-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) -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)
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 : room masks listed below Example : -race +elf Description: Creates restrictions for entering a room. Follo |