Properties Reference

CoffeeMud 5.4

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 : 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