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Acidbreath: Acidbreath
Skill : Acidbreath Domain : Racial ability Allows : Terranalist I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : ACIDBREATH Usage : ACIDBREATH [TARGET] Example : acidbreath bob
Addictions: Addictions
Property : Addictions Targets : Mobs Parameters : [ITEM NAME];... Example : pot pie;sugar Description: This ability governs addictions to food, drink, smoking, or sniffing. The parameter is the substring to match in the name of the item. The player with an addiction will be annoyed unless he gets his "fix" every rl hour. Players can only become addiction through the engine by smoking, or by a drink infected with inebriation, alcohol, or liquor. The player can either "ride out" the addiction for 24 hours, suffering increasingly annoying messages as he goes, or he can keep making his fix. Addictions are not diseases, and can not be cured with magic or restoration. Multiple substances can be listed by separating with semicolons, and the matches are made by parts of item names.
Age: Age
Every character has an 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.
AmbianceAdder: Ambiance Adder
Property : Ambiance Adder Targets : Mobs, Items, Exits, Rooms, Areas Parameters : [AMBIANCE TEXT](;[AMBIANCE TEXT]...) Example :^ YGLOWIN^GN^;hshinin^gn Description: Allows the builder to add permanent ambiance "flags" to an object. Ambiances, by default, are designed for adding random text to the room display text of items and mobs, such as "glowing" or other decorations. Ambiances also have a 'flagging' capability, when specific string values are used. These include: -ALL : hides all natural flag displays -MOST : hides most natural flag displays -GOOD, -EVIL, -INVISIBLE, -SNEAKING : hides these flag displays -HIDDEN, -MAGIC, -METAL, -GLOWING : hides these flag displays -BUSY, -LAW, -CHAOS : hides these flag displays -BOUND, -FLYING, -FALLING : hides these flag displays (?)X:Y : shows X if target heard, Y otherwise @X : X is an special flag, not to be shown by default #X : X is shown if @x is also an ambiance
AnimalTrapping: Animal Trapping
Skill : Animal Trapping Domain : Gathering Allows : Quick Working I, Quick Worker I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : ATRAP, ANIMALTRAPPING Usage : ANIMALTRAPPING [CAGE NAME] Example : animaltrapping cage Example : atrap cage This skill requires a cage, and the skill allow the player to set the cage in an appropriate place in the room and rig it to close when disturbed, allowing the player to capture small game appropriate to the location. The trapper need not be present for the trap to work. Checking the trap later is sufficient to know whether it caught anything.
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.
Archon_Peacefully: Peacefully
Skill : Peacefully Domain : Archon Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch - Range 10 Commands : PEACEFULLY Usage : PEACEFULLY [COMMAND] Example : peacefully kill bob Allows the player to issue a command that would start combat, but then immediately end combat before things get out of control.
ArchonSkill: an Archon Skill
ArtisanalFocus: Artisanal Focus
Skill : Artisanal Focus Domain : Artistic Allows : Artsy I Use Cost : None Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Artisans can use their choices of skill training and expertises to focus in certain areas, and thereby be known by that skill specialization. This can be like "Farmer", "Rancher", "Smith", "Tailor", "Sculptor", "Prospector", "Chef", "Carpenter", "Architect", or "Artist. This focus notoriety can be toggled by entering ARTFOCUS, but is activated by default.
AutoAwards: AutoAwards
Property : AutoAwards Targets : Mobs Parameters : Example : Description: This ability governs properties and affects based on player attributes and date/time changes. See awards.txt for more information.
AutoStack: AutoStack
Property : Autostack Targets : Rooms, Areas Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM]) Example : triggercount=1000 groupcount=10 checkticks=600 Description: This ability governs the automatic packaging (as stacks) of identical items, whenever the total number of items in a room is larger than TRIGGERCOUNT, and whenever there are at least GROUPCOUNT identical items to package. The checks are made every CHECKTICKS ticks. As this is a property, it will not operate only sporadically on rooms, but like clockwork on areas.
BadReputation: Bad Reputation
Skill : Bad Reputation Invoked : Automatic The character is of such a poorly received race that others are much less forgiving of historical events and unlikely to accept them into society. Faction changes happen much more slowly.
Banishment: Banishment
Property : Banishment Targets : Mobs Parameters : [AREA NAME](;[AREA NAME] .. ) Example : Midgaard Description: This mob property makes them unable to enter the area. If the area has child areas they will not be able to enter those either. Even recalling into the area won't work.
BardSkill: a Bard Skill
Bar is an item that is craftable by Carpentry.
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 and mana are not regained while the bleeding continues. This condition 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_Heat: heat bomb
Trap : Heat Bomb Targets : Wood Parameters : Description: Delivers a prolonged blast of heat. It does not do much damage, but is absolutely great at cooking corpses from the inside out.
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 : Poison Gas Bomb Targets : Poison Parameters : The name of the poison Description: Inflicts everyone with a horrible poison.
Bomb_Shaped: shaped bomb
Trap : Shaped Bomb Targets : Iron Parameters : Description: A huge bomb that can deliver an incredible blast at a particular stationary target. Use the PUT command to place the bomb and direct it.
Bomb_Smoke: smoke bomb
Trap : Smoke Bomb Targets : Something Wooden Parameters : Description: Causes blindness.
Bomb_Sonic: sonic bomb
Trap : Sonic Bomb Targets : Reed Parameters : Description: Delivers an annoying blast of sonic waves. It does not do much damage, but is absolutely great at killing fish.
Bomb_SpellBlast: spell bomb
Trap : Spell Blast Targets : Doors and Containers Parameters : The name of the spell Description: Causes the victim to be struck with a spell.
Bomb_Spores: spore bomb
Trap : Spore Bomb Targets : Diseased Meat Parameters : The name of the disease Description: Causes disease.
Bomb_Sticky: sticky bomb
Trap : Sticky Bomb Targets : Cotton Parameters : Description: A tiny bomb that delivers a chemical pop of sparks that can be stuck to doors and containers using the PUT command. It does not do any damage, but can pop the locks off doors and containers depending on their relative power levels.
Bomb_Water: water bomb
Trap : Water Bomb Targets : Water container Parameters : Description: Extinguishes all flaming things.
BrokenLimbs: Broken Limbs
Skill : Broken Limbs Domain : Anatomy Allows : Anatomy I Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BREAKLIMB Usage : BREAKLIMB [TARGET NAME] [PART] Example : breaklimb orc arm This ability governs the careful breaking of body parts as a punishment for crimes. The target is, amazingly, not harmed during the procedure, but merely breaks the specified limb. The target must be bound.
BuildingSkill: BuildingSkill
Burning: Burning
Spell : Burning Hands Domain : Alteration Available: Abjurer(4), +Other Classes(4) Allows : Ranged Altering I, Ignalist I, Reduced Altering I Allows : Extended Altering I, Power Altering I Use Cost : Mana (54) 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 ignite before the casters hands, aimed at the target. This has the effect of hurting the target in many cases.
Carnivorous: Carnivorous
Carnivorous creatures only gain nutrition from eating flesh-type foods, such as fish, fowl, pork and other meats.?
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.Chants typically consume mana at amounts that decrease as the player gains levels.
Chant_Burrowspeak: Burrowspeak
Chant : Burrowspeak Domain : Animal affinity Allows : Animal Affinity I Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "BURROWSPEAK" Example : chant "burrowspeak" This chant will allow the druid to speak with any burrowing creatures, such as rodents, serpents, or worms that he or she happens to encounter, and have them intelligibly speak back. Intelligent creatures, and creatures without their own language are not intelligible.
Chant_DeepThoughts: Deep Thoughts
Chant : Deep Thoughts Domain : Deep magic Allows : Deep Lore I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "DEEP THOUGHTS" Example : chant "deep thoughts" This chant will allow the druid to become one with the depths of the earth. Extreme thoughts of good and evil will slowly fade from his or her mind with each passing minute. This chant is twice as effective as natural communion, but requires that the druid be in a cave. Willful movements or speaking may break concentration.
Chant_DruidicConnection: Druidic Connection
Chant : Druidic Connection Domain : Enduring Allows : Enduring I Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CHANT, CH Usage : [AUTOMATIC] If the druid is in a rural area, and has summoned his or her plants into at least 50% of the visitable rooms in a rural non-city 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, summon coral, etc.
Chant_LandLegs: Land Legs
Chant : Land Legs Domain : Shape shifting Allows : Shapeshifting I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "LAND LEGS" Example : chant "land legs" This chant will allow the caster to grow a pair of legs, if they have none, and lose a tail, if any. The caster will also lose any ability to breathe water, and gain the ability to breathe air, if they cannot.
Chant_NaturalOrder: Natural Order
Chant : Natural Order Domain : Enduring Allows : Enduring I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "NATURAL ORDER" Example : chant "natural order" This chant will allow the druid to enter a state of communion with the order of nature. Extreme thoughts of law and chaos will slowly fade from his or her mind with each passing minute. Willful movements or speaking may break the communion.
Chant_Sunbeam: Sunbeam
Chant : Sunbeam Domain : Weather mastery Allows : Weather Mastering I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT SUNBEAM Example : chant "sunbeam" This chant will create a light beam of sunlight which will follow the druid around, illuminating any dark places the druid may enter.
Chant_WhiteMoon: White Moon
Chant : White Moon Domain : Moon altering Allows : Moon Enchanting I Use Cost : Mana (50) Quality : Malicious Targets : Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "WHITE MOON" Example : chant "white moon" This chant will cause all chaotic creatures in the room to take double damage during combat, and all lawful in the room to take half damage.
CombatSleep: Combat Sleep
Comb is an item that is craftable by Scrimshawing.
CommonSkill: Common Skill
Common Skills are the gathering skills, such as Foraging and Mining, and the Crafting skills, such as Carpentry and Blacksmithing.
Copyright: Copyright
Property : Copyright Targets : Items Parameters : ([NAME OF COPYRIGHT]) Example : Example : Bob Description: When placed on an item, it prevents it from being transcribed, copied by the duplicate spell, renamed or titled by the BookNaming or Titling skills, or edited by the BookEdit skill.
Cowering: Cowering
Ring is an item that is craftable by Jewel Making.
CraftingSkill: Crafting Skill
Raft is an item that is craftable by Boatwrighting.
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. Dances typically consume mana at amounts that decrease as the player gains levels.
DiligentStudying: Diligent Studying
Skill : Diligent Studying Invoked : Automatic This character is adept at learning, and gains an additional practice point every level.
Disease: Disease
Disease : Disease Parameters : Example : Description: A generic nondescript disease. Caused by a foreign virus or bacteria that disrupts normal body operation. Will often disappear on its own after a time, unless it is a more chronic or genetic condition. Many can be cured by magic, though not all are as easy to cure as others.
Disease_Aids: Aids
Disease : AIDS Parameters : Example : Description: Aids lowers ones defences against all other diseases, and lasts 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 occasional 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 rejuvenating after death. It is not contagious.
Disease_Anemia: Anemia
Disease : Amemia Parameters : Example : Description: This disease causes the sufferer to be weaker and slower than usual. It is not contagious.
Disease_Anosmia: Anosmia
Disease : Anosmia Parameters : Example : Description: Anosmia is the inability to smell
Disease_Anthrax: Anthrax
Disease : Anthrax Parameters : Example : Description: This horrid disease depletes constitution until death. It is the occasional affliction of sheep. It is spread by contact.
Disease_Apathy: Apathy
Disease : Apathy Parameters : Example : Description: This disease removes the will do use benevolent skills. It is spread by being spoken to by someone else with it.
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_Blindness: Blindness
Disease : Blindness Parameters : Example : Description: Blindness is the inability to see.
Disease_Cancer: Cancer
Disease : Cancer Parameters : Example : Description: This disease depletes 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_ColorBlindness: Color Blindness
Disease : Color Blindness Parameters : Example : Description: Inhibits the ability to see color in the victim. Not contagious.
Disease_Deafness: Deafness
Disease : Deafness Parameters : Example : Description: Deafness is the inability to hear.
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_Diabetes: Diabetes
Disease : Diabetes Parameters : Example : Description: This disease causes the sufferer to be at a greater risk of obesity, and to have occasional bouts of nausea.
Disease_Diarrhea: Diarrhea
Disease : Diarrhea Parameters : Example : Description: This humiliating stomach ailment makes one susceptible to certain kinds of humiliating attacks, and to make matters worse, makes one likely to soil themselves.
Disease_Eczema: Eczema
Disease : Eczema Parameters : Example : Description: This itchy skin condition affects ones dexterity and charisma for a time. It is contracted in dry conditions, but is not contagious.
Disease_Fever: Fever
Disease : Fever Parameters : Example : Description: Causes strange hallucinations. Is the occasional consequence of flu, gengrene, infections, lyme disease, malaria, pneumonia, and syphilis. It is not contagious.
Disease_FilthFever: Filth Fever
Disease : Filth Fever Parameters : Example : Description: Caused by injury while being filthy, this disease causes extreme loss of charisma, and a bit of constitution. It persists even after getting cleaned up.
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_FootFungus: Foot Fungus
Disease : Foot Fungus Parameters : Example : Description: Foot Fungus afflicts the feet horribly. It makes it impossible to wear shoes, reduces movement by half, produces a horrid foot smell, prevents running, and causes one to limp. It is caught by wandering around swamps.
Disease_FrostBite: Frost Bite
Disease : Frostbite Parameters : Example : Description: Frost bite afflicts a single extremity, 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 depletes 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_Hatred: Hatred
Disease : Hatred Parameters : Example : Description: This disease renders one unable to do business dealings, group with, or speak politely to whatever group or groups they happen to hate.
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_Muteness: Muteness
Disease : Muteness Parameters : Example : Description: Being Mute is the inability to speak.
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_Nausea: Nausea
Disease : Nausea Parameters : Example : Description: This temporary condition causes one to throw up. While not strictly contagious, it can cause those who witness the vomiting to become sympathetically nauseous for a short time.
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 engaging in extreme exercise and laying off the food when not hungry will fix it.
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_PlanarInstability: Planar Instability
Disease : Planar Instability Parameters : Example : Description: This disease is contracted by frequent use of planar travel away from the prime material plane by its native denizens. It does not last very long, but can become worse with increased planar travel. It causes vulnerability to bad luck and a decreased chance to successfully travel the planes.
Disease_PlanarPlague: Planar Plague
Prayer : Planar Plague Domain : Cosmology Requires : Disallows those whose who are on the following plane: PRIME MATERIAL. Allows : Planar Finessing I, Planar Empowering I, Planar Extending I Alignment: pure evil, evil Use Cost : Mana (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "PLANAR PLAGUE" [TARGET NAME] Example : pray "planar plague" orc Inflicts the target with a horrendous glowing extra-planar disease if the target is not presently on their native plane of existence.
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_RadiationSickness: Radiation Sickness
Disease : Radiation Sickness Parameters : Example : Description: This serious condition causes ones constitution to decrease slowly over time until death. It is difficult to cure, and can occasionally cause migraines or diarrhea.
Disease_RoyaltyRot: Royal Rot
Disease : Royalty Rot Parameters : Example : Description: This serious condition, also known as the Royal Disease, or Hemophilia, causes excess and more frequent bleeding, a loss of strength, and a chance to faint when walking around. It is associated with proximity to the undead.
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_Scabies: Scabies
Disease : Scabies Parameters : Example : Description: This disease has causes itching in the crotch reason. It is spread sexually.
Disease_Scurvy: Scurvy
Disease : Scurvy Parameters : Example : Description: This disease causes ones gums to soften and spots to appear on the body, lowering charisma dramatically. It is caused by riding in large sailing vessels too often. Luckily, it is easily cured by eating citris (orange, lemons, limes) or peppers.
Disease_SeaSickness: Sea Sickness
Disease : Sea Sickness Parameters : Example : Description: This disease causes the afflicted to feel queasy and turn green, and reduces their mana and movement by half. It can also make them puke from time to time and grow more dehydrated. It can be cured by magic, but the easiest way to cure it is to get your feet back on dry land. It is acquired by being on a water ship or boat.
Disease_Sleepwalking: Sleepwalking
Disease : Sleepwalking Parameters : Example : Description: This disease causes people to walk around in their sleep. It is not infectious and has no other effects.
Disease_Smiles: Contagious Smiles
Disease : Smiles Parameters : Example : Description: This disease has no bad consequences except for being annoying and infectious. 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 depletes 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 depletes 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_Tourettes: Tourettes
Skill : Tourettes Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DISEASE Disease : Tourettes Parameters : Example : Description: The disease of tourettes syndrome is a genetic disorder that causes the victim to spontaneously blurt out curses and obscenities. The mundane form of this disease is not contagious.
Disease_Vampirism: Vampirism
Disease : Vampirism Parameters : (CHABONUS=[NUM]) (BLOODHEAL=[T/f]) (BLOODTHIRST=[T/f] Parameters : (LOWLIGHT=[T/f]) (NOSWIM=[T/f]) (DRINKMOBS=[T/f]) Example : Description: This disease causes light sensitivity, lowers charisma by 1, eliminates the ability to swim, satisfies hunger and thirst with blood, allows prone mobs to have their blood drunk, and provides healing from blood. It is caught from the bodies of destroyed vampires. It is spread through consumption only.
Disease_Vertigo: Vertigo
Disease : Vertigo Parameters : Example : Description: This condition causes dizziness and loss of direction, making the sufferer occasionally fall down or go in some unintended direction.
Disease_WritersBlock: Writers Block
Disease : Writers Block Parameters : Example : Description: This disease makes one too uninspired to do any more writing for anywhere from a single tick up to a mud month. It is caused by frequently writing garbage.
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.
Disease_Zika: Zika
Disease : Zika Parameters : Example : Description: This difficult-to-detect diseases causes a loss of maximum intelligence, but is not contagious.
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.
Druid_ShapeShift10: Tenth Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Druid_ShapeShift11: Eleventh Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Druid_ShapeShift6: Sixth Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Druid_ShapeShift7: Seventh Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Druid_ShapeShift8: Eighth Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Druid_ShapeShift9: Ninth Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6), Mer(17) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Dueler: Dueler
Ability : Dueler Parameters : Example : Description: This ability governs two dueling players.
Dusty: Dusty
Encrypto: Encrypto
A secret encryption language derived from common.
EnhancedCraftingSkill: Enhanced Crafting Skill
Raft is an item that is craftable by Boatwrighting.
ExtAbility: an ability
ExtraData: Extra Data
Ability : ExtraData Parameters : [XML Document] Example : <VARNAME>my value</VARNAME> Description: An internal use property for attaching random keypair data to any Modifiable and Generic object.
Falling: Falling
Ability : Falling Parameters : REVERSED/NORMAL Example : normal Description: This affect governs falling items and mobs, in either direction (up or down). Normal for up, reversed for down.
Familiarity_Armor: Armor Familiarity
Skill : Armor Familiarity Domain : Armor use Allows : Armor Optimizing I Invoked : Automatic The player is familiar with armor they have crafted themselves, gaining an armor bonus from wearing the product of their own hands.
Familiarity_Bow: Bow Familiarity
Skill : Bow Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with bows they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Familiarity_Dagger: Dagger Familiarity
Skill : Dagger Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with daggers they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Familiarity_FlailedWeapon: Flailed Weapon Familiarity
Skill : Flailed Weapon Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with flailed weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Familiarity_Natural: Racial Weapon Familiarity
Skill : Racial Weapon Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with natural racial weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Familiarity_Polearm: Polearm Familiarity
Skill : Polearm Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with polearms they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Familiarity_Weapon: Weapon Familiarity
Skill : Weapon Familiarity Domain : Weapon use Invoked : Automatic The player is familiar with weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Fighter_CaveTactics: Cave Tactics
Skill : Cave 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 caves. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Fighter_CrescentKick: Crescent Kick
Skill : Crescent Kick Domain : Kicking Allows : Iron Kicking I, Combat Fluidity I Invoked : Automatic Example : So long as the fighter is unarmed, he or she has this ability to deliver an extra attack per round using a swift, sweeping crescent kick.
Fighter_DoubleArmHold: Double Arm Hold
DDOUBLEARMHOLD
Fighter_Earbox: Earbox
Skill : Earbox Domain : Grappling Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : EARBOX Usage : EARBOX [TARGET NAME] Example : earbox orc If the Fighter has their target in a close grapple, they slam either side of their opponents head for a bit of damage, deafening the target for a brief time.
Fighter_FastSlinging: Fast Slinging
Skill : Fast Slinging Domain : Martial lore Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Fast Slinging is the ability to make extra attacks per round whenever using a ranged sling weapon that requires ammunition. The number of extra attacks will go up as the players level does.
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.
Fighter_Hardiness: Hardiness
Skill : Hardiness Domain : Fitness Allows : Fitness I Invoked : Automatic This ability makes the player more hardy, giving them extra movement points.
Fighter_SleeperHold: Sleeper Hold
Usage : SLEEPERHOLD [TARGET NAME] Example : sleeperhold orc On a successful attack, the fighter grabs the target about the neck from behind in a sleeper hold, which may cause the victim to fall asleep for a short time. For a period, both the fighter and the target are locked in struggle and can't do much of anything else. During combat, attempting this move may allow your opponent a quick attack. The initiator can use "release" to release the hold.
Fighter_SnapKick: Snap Kick
Skill : Snap Kick Domain : Kicking Allows : Iron Kicking I, Combat Fluidity I Invoked : Automatic Example : So long as the fighter is unarmed, he or she has this ability to deliver an extra attack per round using a swift, forward kick.
FighterGrappleSkill: FighterGrappleSkill
Grapples is an item that is craftable by Siegecrafting.
FighterSkill: FighterSkill
Firebreath: Firebreath
Skill : Firebreath Domain : Racial ability Allows : Ignalist I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE Usage : FIREBREATH [TARGET] Example : firebreath bob
FlowerArranging: Flower Arranging
Gin is an item that is craftable by Distilling.
Frostbreath: Frostbreath
Skill : Frostbreath Domain : Racial ability Allows : Aqualist I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : FROSTBREATH Usage : FROSTBREATH [TARGET] Example : frostbreath bob
Gait: Gait
Command : GAIT Usage : GAIT LIST/[MOOD NAME] Example : gait normal Example : gait list Short(s): This command changes how you normally walk from room to room. You can enter GAIT LIST to get a list of valid gaits.
Gasbreath: Gasbreath
Skill : Gasbreath Domain : Racial ability Allows : Airelist I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : GASBREATH Usage : GASBREATH [TARGET] Example : gasbreath bob
GatheringSkill: GatheringSkill
Ring is an item that is craftable by Jewel Making.
GenAbility: an ability
Spell : an ability Domain : Abjuration Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I Allows : Power 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.
GenCraftSkill: Crafting Skill
Skill : Crafting Skill Domain : Crafting Allows : Rushed Crafting I, Quick Worker I, Advanced Crafting I Allows : Quick Crafting I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CRAFT This skill is not yet documented.
GenGatheringSkill: Gathering Skill
Skill : Gathering Skill Domain : Gathering Allows : Quick Working I, Quick Worker I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : GATHER This skill is not yet documented.
GenLanguage: a language
Skill : a language Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SPEAK This language is not yet documented.
GenPoison: Poison
Skill : Poison Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : GPOISON This poison is not yet documented.
GenTrap: an ability
Skill : an ability Use Cost : Mana (50) Quality : Malicious Targets : Range : Touch, or not applicable Commands : SPRING This trap is not yet documented.
GenTweakAbility: an ability
GenWrightSkill: Wrighting Skill
Skill : Wrighting Skill Domain : Crafting Allows : Rushed Crafting I, Quick Worker I, Advanced Crafting I Allows : Quick Crafting I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : WRIGHT This skill is not yet documented.
GravityFloat: GravityFloat
Gunsmithing: Gunsmithing
Immunities: Immunities
Tie is an item that is craftable by Tailoring.
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!
InstanceArea: Area Instancing Ability
Property : InstanceArea Targets : Mobs, Items, Area Parameters : TYPEID or instance modification arguments (see areainstancetypes.txt) Example : Triumph Example : ID=ANYTHING Example : LIKE=Triumph AREAMATCH=Midgaard Description: This misc property, when applied to an area, will put anyone who enters the area into a group instance of the area, as per StdThinInstance. Modifications to the mobs, items, and levels of the area will be applied according to a TYPEID given in the arguments, which matches a type from resources/skills/areainstancetypes.txt. If no modifications are desired, then at least an ID= parameter is required. When the property is applied to a player or item directly, then it will also require an AREAMATCH argument to specify which area(s) will be instanced when entering them.
InvisibleInk: Invisible Ink
Spell_blink is an item that is craftable by Alchemy.
ItemRejuv: ItemRejuv
Ability : ItemRejuv Parameters : Don't worry about it Description: This ability governs rejuvenating items
Krakenspeak: Krakenspeak
Lighteningbreath: Lightningbreath
Skill : Lightningbreath Domain : Racial ability Allows : Energist I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : LIGHTNINGBREATH Usage : LIGHTENINGBREATH [TARGET] Example : lighteningbreath bob
Loyalty: Loyalty
Property : Loyalty Targets : Mobs Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE] Example : NAME=Bob TELEPORT=false Description: This mob property makes a mob keep an eye out for a particular player and Follow them when they encounter them. If TELEPORT=true, they will also attempt to teleport to the player before following them.
MasterPaintingSkill: Master Painting Skill
MasterSmokeRings: Master Smoke Rings
Ring is an item that is craftable by Jewel Making.
MonkSkill: MonkSkill
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!
PaintingSkill: Painting Skill
PaladinSkill: Paladin Skill
Paralysis: Paralysis
Prayer : Remove Paralysis Domain : Restoration Available: Healer(8), Oracle(8) Allows : Restoring I Alignment: good, pure goodness Use Cost : Mana (58) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REMOVE PARALYSIS" [TARGET NAME] Example : pray "remove paralysis" bob Removes any unholy paralysis from the target.
Phobias: Phobias
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. Songs typically consume mana at amounts that decrease as the player gains levels.
Play_Instrument: Instruments
Skill : Play Instrument Domain : Artistic Available: Abjurer(1), +Other Classes(1) Requires : A base wisdom of at least 5. Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PLAY, PLAYINSTRUMENT, PLAYSONG Usage : PLAYINSTRUMENT (STOP) (LIST) Example : playinstrument This skill allows a player to attempt to play a musical instrument they are holding or prepared to use. If done well, this might amuse an audience. Proficiency with each kind of musical instrument is separate, so your proficiency usually only reflects the last kind of instrument you played. Instruments can be purchased, or made with the Instrument Making skill.
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_Anesthesia: Anesthesia
Ability : Anesthesia Parameters : Example : Description: Gives a small constitution boost, hides damage amounts, harmful screams, and the need to flee.
Poison_BeeSting: Bee Sting
Ability : Bee Sting Parameters : Example : Description: Lowers strength and constitution by one point. Does minute damage.
Poison_Bloodboil: Blood Boil
Ability : Bloodboil Parameters : Example : Description: Lowers constitution, and strength and attack a lot. Does minute damage.
Poison_Caffeine: Hyper
Ability : Caffeine Parameters : Example : Description: Gives the person a 1/4 attack, increases dexterity, and prevents sleeping/sitting.
Poison_Clarity: Clarity
Ability : Clarity Parameters : Example : Description: Mildly addictive poison that raises intelligence and save vs mind effects, while also providing immunity to alcohol effects.
Poison_Decreptifier: Decrepifier
Ability : Decrepifier 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_Hallucinogen: Hallucinogen
Ability : Hallucinogen Parameters : Example : Description: Causes hallucinations, especially when interacting with items or mobs.
Poison_Hazia: Hazia
Hazia is an item that is craftable by Drug Cutting.
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_Sickening: Sickening
Ability : Sickening Parameters : Example : Description: Causes puking.
Poison_Slumberall: Slumberall
Ability : Slumberall Parameters : Example : Description: Causes sleep.
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 : Silent Domain : Corruption Available: Cleric(10), Necromancer(10) Allows : Corrupting I Alignment: pure evil, evil Use Cost : Mana (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "SILENT" [TARGET NAME] Example : pray "silent" bob The caster inflicts the inability to speak upon the target, inhibiting wand usage, verbal spellcasting, and other important speaking abilities.
Prayer_AddictingCurse: Addicting Curse
Prayer : Addicting Curse Domain : Cursing Allows : Cursing I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Malicious Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "ADDICTING CURSE" [TARGET ITEM] Example : pray "addicting curse" apples Curses the target food or drink, making it so that the next person who eats or drinks it becomes addicted to it.
Prayer_AnimalSpirit: Animal Spirit
Prayer : Animal Spirit Domain : Communing Allows : Communing I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : ANIMALSPIRIT Usage : PRAY "ANIMAL SPIRIT" [TARGET NAME] Example : pray "animal spirit" bob Causes the target to seek out their animal spirit and commune with it for a time. Who knows what happens next?
Prayer_AnimateShadow: Animate Shadow
Prayer : Animate Shadow Domain : Death lore Allows : Death Lore I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "ANIMATE SHADOW" [TARGET NAME] Example : pray "animate shadow" body Any dead body, of a mob or player level 10 or higher, may be animated with this prayer. The body then rises as a shadow. Like most animated beings, a shadow can be force-leveled and healed only using special dark prayers, and can gain experience and levels in combat.
Prayer_AuraStrife: Aura of Strife
Prayer : Aura of Strife Domain : Communing Allows : Communing I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : PRAY, PR Creates an aura of strife around the cleric. This causes those in the same room as the cleric, but not in their group, to suffer a drop in charisma due to feelings of anger and hopelessness. It will also cause strife between them and confusion in their combat targeting. The cleric must remain in the casting room for the prayer to remain effective.
Prayer_BolsterPoison: Bolster Poison
Prayer : Bolster Poison Domain : Corruption Allows : Corrupting I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "BOLSTER POISON" [TARGET NAME] Example : pray "bolster poison" orc Surrounds the target with a poison bolstering aura that causes any poison on the target to remain in full potency until this prayer expires.
Prayer_Discipline: Discipline
Prayer : Discipline Domain : Evangelism Allows : Evangelising I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DISCIPLINE" [TARGET NAME] Example : pray "discipline" orc This prayer builds discipline into the target's mind and slides them ever closer to the point of being more lawful.
Prayer_DispelChaos: Dispel Chaos
Prayer : Dispel Chaos Domain : Neutralization Allows : Neutralizing I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DISPEL CHAOS" [TARGET NAME] Example : pray "dispel chaos" bob The target becomes exorcised of their will. This hurts chaotic creatures.
Prayer_DispelLaw: Dispel Law
Prayer : Dispel Law Domain : Neutralization Allows : Neutralizing I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DISPEL LAW" [TARGET NAME] Example : pray "dispel law" bob The target becomes exorcised of their discipline. This hurts lawful creatures.
Prayer_DivineFavor: Divine Favor
Prayer : Divine Favor Domain : Communing Allows : Communing I Alignment: pure neutral, somewhat good, somewhat evil Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DIVINE FAVOR" [TARGET NAME] Example : pray "divine favor" bob The target gains the favor of his or her god, gaining 10% bonus to experience gain, 10% decrease in experience loss, and possibly getting his or her enemies struck down!
Prayer_DivineQuest: Divine Quest
Prayer_EmpowerFoulWeapon: Empower Foul Weapon
Prayer : Empower Foul Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "EMPOWER FOUL WEAPON" [TARGET NAME] Example : pray "empower foul weapon" sword This prayer causes a weapon to become permanently empowered and magical. Empowered Weapons have improved attack and damage bonuses, be bound to worshippers of the caster`s deity, and become CHAOTICALLY inclined. This prayer is very draining on the caster, however, causing the caster to lose 50 experience points. The caster must also be at full mana to cast.
Prayer_EmpowerJustWeapon: Empower Just Weapon
Prayer : Empower Just Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "EMPOWER JUST WEAPON" [TARGET NAME] Example : pray "empower just weapon" sword This prayer causes a weapon to become permanently empowered and magical. Empowered Weapons have improved attack and damage bonuses, be bound to worshippers of the caster`s deity, and become LAWFULLY inclined. This prayer is very draining on the caster, however, causing the caster to lose 50 experience points. The caster must also be at full mana to cast.
Prayer_EmpowerModestWeapon: Empower Modest Weapon
Prayer : Empower Modest Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "EMPOWER MODEST WEAPON" [TARGET NAME] Example : pray "empower modest weapon" sword This prayer causes a weapon to become permanently empowered and magical. Empowered Weapons have improved attack and damage bonuses, be bound to worshippers of the caster`s deity, and become MODERATELY inclined. This prayer is very draining on the caster, however, causing the caster to lose 50 experience points. The caster must also be at full mana to cast.
Prayer_HealingAura: Healing Aura
Prayer : Healing Aura Domain : Healing Allows : Healing I Alignment: pure neutral, somewhat good, somewhat evil Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Range : Touch, or not applicable Commands : PRAY, PR 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_HuntChaos: Hunt Chaos
Prayer : Hunt Chaos Domain : Neutralization Allows : Neutralizing I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "HUNT CHAOS" Example : pray "hunt chaos" The cleric through this prayer goes on the hunt for chaos, that it might be vanquished. As soon as this prayer is cast, the trail to a chaotic being becomes known to him or her.
Prayer_HuntLaw: Hunt Law
Prayer : Hunt Law Domain : Neutralization Allows : Neutralizing I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "HUNT LAW" Example : pray "hunt law" The cleric through this prayer goes on the hunt for lawfulness, that it might be vanquished. As soon as this prayer is cast, the trail to a lawful being becomes known to him or her.
Prayer_ImbueFoulWeapon: Imbue Foul Weapon
Prayer : Imbue Foul Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "IMBUE FOUL WEAPON" [PRAYER] [TARGET NAME] Example : pray "imbue foul weapon" "dispel good" sword This prayer allows divine magic to be permanently melded with a previously empowered weapon that has no other extraneous existing effects on it. Casting the prayer requires all of the players mana, and costs experience starting at 1100 (and going up depending on the level of the prayer). However, when completed, the item is permanently magical. It will cast the prayer on a target when the weapon is used in combat.
Prayer_ImbueJustWeapon: Imbue Just Weapon
Prayer : Imbue Just Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "IMBUE JUST WEAPON" [PRAYER] [TARGET NAME] Example : pray "imbue just weapon" "dispel chaos" sword This prayer allows divine magic to be permanently melded with a previously empowered weapon that has no other extraneous existing effects on it. Casting the prayer requires all of the players mana, and costs experience starting at 1100 (and going up depending on the level of the prayer). However, when completed, the item is permanently magical. It will cast the prayer on a target when the weapon is used in combat.
Prayer_ImbueModestWeapon: Imbue Modest Weapon
Prayer : Imbue Modest Weapon Domain : Blessing Allows : Blessing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "IMBUE MODEST WEAPON" [PRAYER] [TARGET NAME] Example : pray "imbue modest weapon" "electric strike" sword This prayer allows divine magic to be permanently melded with a previously empowered weapon that has no other extraneous existing effects on it. Casting the prayer requires all of the players mana, and costs experience starting at 1100 (and going up depending on the level of the prayer). However, when completed, the item is permanently magical. It will cast the prayer on a target when the weapon is used in combat.
Prayer_InfuseDiscipline: Infuse Discipline
Prayer : Infuse Discipline Domain : Evangelism Allows : Evangelising I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "INFUSE DISCIPLINE" [TARGET NAME] Example : pray "infuse discipline" bob The target becomes covered by a blanket of discipline, making it appear lawful to prayers or other means of detecting such. This prayer may be cast over a room by specifying "room" or "here" as the target. In this case, if there is not already a disciplined room of the clerics deity in the same area, this will create one. Creating a disciplined room gives a place to have services for those who have been converted to the clerics faith. See help on SERVICES.
Prayer_InfuseImpunity: Infuse Impunity
Prayer : Infuse Impunity Domain : Evangelism Allows : Evangelising I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "INFUSE IMPUNITY" [TARGET NAME] Example : pray "infuse impunity" bob The target becomes covered by a blanket of willful impunity, making it appear chaotic to prayers or other means of detecting such. This prayer may be cast over a room by specifying "room" or "here" as the target. In this case, if there is not already a chaotic room of the clerics deity in the same area, this will create one. Creating a chaotic room gives a place to have services for those who have been converted to the clerics faith. See help on SERVICES.
Prayer_InfuseModeration: Infuse Moderation
Prayer : Infuse Moderation Domain : Evangelism Allows : Evangelising I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "INFUSE MODERATION" [TARGET NAME] Example : pray "infuse moderation" bob The target becomes covered by a blanket of moderation, making it appear balanced between law and chaos to prayers or other means of detecting such. This prayer may be cast over a room by specifying "room" or "here" as the target. In this case, if there is not already a moderate room of the clerics deity in the same area, this will create one. Creating a moderate room gives a place to have services for those who have been converted to the clerics faith. See help on SERVICES.
Prayer_ProtChaos: Protection Chaos
Prayer : Protection Chaos Domain : Holy protection Allows : Protecting I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "PROTECTION CHAOS" Example : pray "protection chaos" The caster gains divine immunity from chaotic spells, and a greater level of defence when fighting chaotic creatures. This prayer is harmful to chaotic clerics who cast it.
Prayer_ProtLaw: Protection Law
Prayer : Protection Law Domain : Holy protection Allows : Protecting I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "PROTECTION LAW" Example : pray "protection law" The caster gains divine immunity from lawful spells, and a greater level of defence when fighting lawful creatures. This prayer is harmful to lawful clerics who cast it.
Prayer_Refresh: Refresh
Prayer : Refresh Domain : Restoration Allows : Restoring I Alignment: pure neutral, somewhat good, 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 all mana, hit points, and movement. Cures all hunger, thirst, and fatigue.
Prayer_Regrowth: Regrowth
Prayer : Regrowth Domain : Healing Allows : Healing I Alignment: good, pure goodness Use Cost : Mana (all) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REGROWTH" [TARGET NAME] Example : pray "regrowth" bob This prayer regrows any amputated limbs on the target.
Prayer_RemoveInhibitions: Remove Inhibitions
Prayer : Remove Inhibitions Domain : Evangelism Allows : Evangelising I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REMOVE INHIBITIONS" [TARGET NAME] Example : pray "remove inhibitions" orc This prayer removes inhibitions from the target's mind and slides them ever closer to the chaos.
Prayer_SenseBombs: Sense Bombs
Prayer : Sense Bombs Domain : Communing Allows : Communing I Alignment: pure neutral, somewhat good, somewhat evil Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "SENSE BOMBS" Example : pray "sense bombs" The caster gains the ability to sense evil bombs among items, in containers, or being carried by people as the cleric walks around.
Prayer_SenseChaos: Sense Chaos
Prayer : Sense Chaos Domain : Communing Allows : Communing I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "SENSE CHAOS" Example : pray "sense chaos" The caster gains the ability to sense chaotic creatures and items. They will glow maroon to the caster.
Prayer_SenseLaw: Sense Law
Prayer : Sense Law Domain : Communing Allows : Communing I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "SENSE LAW" Example : pray "sense law" The caster gains the ability to sense lawful creatures and items. They will glow white to the caster.
Prayer_TaintOfChaos: Taint of Chaos
Prayer : Taint of Chaos Domain : Cursing Allows : Cursing I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "TAINT OF CHAOS" [TARGET NAME] Example : pray "taint of chaos" orc This prayer causes the target to have the taint of a chaotic curse. This curse makes the target drawn towards wilful and chaotic actions. Others perceive all actions performed by the afflicted as less lawful and orderly, resulting in less lawful alignment gain from orderly actions.
Prayer_TaintOfEvil: Taint of Evil
Prayer : Taint of Evil Domain : Cursing Allows : Cursing I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "TAINT OF EVIL" [TARGET NAME] Example : pray "taint of evil" orc This prayer causes the target to have the taint of evil curse. This curse makes the target drawn towards malicious and evil actions. Others perceive all actions performed by the afflicted as less noble and good, resulting in less positive alignment gain from good actions.
Prayer_WordOfChaos: Word of Chaos
Prayer : Word of Chaos Domain : Cursing Allows : Cursing I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "WORD OF CHAOS" Example : pray "word of chaos" Everyone hearing the word of chaos is affected by this spell. Lawful creatures become easier to hit, and become weaker in combat. Chaotic creatures gain an aura of protection, and gain strength in combat. The word of chaos also dispels any temporary lawful protections, and replaces protection from law.
Prayer_WordOfLaw: Word of Law
Prayer : Word of Law Domain : Blessing Allows : Blessing I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "WORD OF LAW" Example : pray "word of law" Everyone hearing the word of law is affected by this spell. Chaotic creatures become easier to hit, and become weaker in combat. Lawful creatures gain an aura of protection, and gain strength in combat. The word of law also dispels any temporary chaotic protections, and replaces protection from chaos.
Pregnancy: Pregnancy
For direct REMORTING, if your mud supports it, please see help on the REMORT command. Otherwise, remorting requires careful planning and, if you don't have the benefits of certain Druidic chants, lots of time. Legacy 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 baby 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, so long as it is following its player mother or father. If the child does not remain an active follower, or if it is never Christened, it will grow up to be a mob, or perhaps not grow up at all! Should the named child grow up, the child will cease to be a following mob, and become a player which can be logged-in as. The child may be a mixed breed of the mother and father if one of them is a Human and the other is not. Racial benefits will be split between the mother and father, though children will have a bonus to one of their maximum stats when they become a player, making them a good choice for playing!
PresenceReaction: an ability
Ability : PresenceReaction Parameters : =[MOB/PLAYERNAME] Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...] Parameters : +[COMMAND]=[PARMS] Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~ Description: This temporary property governs temporary reactions in the form of behaviors, properties, standard commands, or other effects. These reactions persist only so long as the mob/player the property was invoked against remains in the same room as the invoker. Intended as an tool for the faction system, this property can be invoked as a skill against the target, or used in other ways. The parameters are a ~~ delimited list of ability, behavior, or command names followed by an = sign and any parameters. If the ability name is empty, then it is assumed you are designating the mob or player being reacted to. As it is required to designate a mob being reacted to, this must be eventually set either by parameters, or through invoking. This affect automatically removes itself and its subordinate effects whenever the reacted to player/mob is not in the same room as the invoking mob.
Prisoner: Prisoner
One who is under the prisoner`s geas is unable to cast spells of recall or teleportation, and can not flee from combat.
Proficiency_Bow: Bow Proficiency
Skill : Bow Proficiency Domain : Weapon use Invoked : Automatic The player is proficient with bows, gaining the ability to use them even if their current class training would not make it feasible normally.
Proficiency_Dagger: Dagger Proficiency
Skill : Dagger Proficiency Domain : Weapon use Invoked : Automatic The player is proficient with daggers, gaining the ability to use them even if their current class training would not make it feasible normally.
Proficiency_FlailedWeapon: Flailing Weapon Proficiency
The player is proficient with flails, gaining the ability to use them even if their current class training would not make it feasible normally.
Proficiency_Polearm: Polearm Proficiency
Skill : Polearm Proficiency Domain : Weapon use Invoked : Automatic The player is proficient with polearms, gaining the ability to use them even if their current class training would not make it feasible normally.
Proficiency_Sling: Sling Proficiency
Skill : Sling Proficiency Domain : Weapon use Invoked : Automatic The player is proficient with slings, gaining the ability to use them even if their current class training would not make it feasible normally.
Proficiency_Weapon: Weapon Proficiency
Skill : Weapon Proficiency Domain : Weapon use Invoked : Automatic The player is proficient with all weapons, which negates any difficulties presented by class training that would normally not allow particular weapons to be used.
Prop_AbilityImmunity: Ability Immunity
Property : Prop_AbilityImmunity Targets : Anything Parameters : (OWNER;) (WEARER;)list of abilities with optional error string, ';' delimited Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball Example : Disease_Cold=<T-NAME> is immune to <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt! Description: Makes the mob, item, or whatever immune to the listed disease, spell or similar affects. Items will pass their immunity on to their owners if the OWNER flag is present, or the wielder if the WIELDER flag is present.
Prop_AbsorbDamage: Absorb Damage
Property : Prop_AbsorbDamage Targets : Items, Mobs, Areas, Rooms 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 item with this property is worn, or for the mob with this property, or anyone in the area or room with this property, they will attain damage absorption from the types and/or materials of weapons specified. Damage absorption may be represented as a percentage or as a straight amount. Damage amounts must be before the type of damage absorbed in the parameters. Damage amounts/percentages in the negative will add to the damage. If the term "ENHANCED" is included in the parameters, and percentage absorption amounts are used, then this will also attempt to auto-save against skills according to the percentage change, or, if the percentage is negative, make the effect last longer. Here are the parameters: +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. -[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc. -[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc. -[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal damage of the given type of ability. Examples for ABILITYCODE would be -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes. +[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list abilitycodes. -[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal damage of the given domain of ability. Examples for ABILITYDOMAIN would be -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains. +[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list abilitydomains. -[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal damage of the given flagged abilities. Examples for ABILITYFLAG would be -UNHOLY, -CHARMING, etc. Do list abilityflags. +[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do list abilityflags. -[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage of the given specific ability. Examples for ABILITYID would be -SPELL_FIREBALL, etc. +[ABILITYID]- Can be used instead of +ALL to absorb damage from the given specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, 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% PIERCING Example : 5 SLASHING FROST Description: Whenever the item with this property is worn, or for the mob with this property, they will do extra damage of the types specified. Extra Damage may be represented as a percentage or as a straight amount. Damage amounts must be before the type of extra damage in the parameters. * Here are the classes of damage: NATURAL, SLASHING, PIERCING, BASHING, BURNING, BURSTING, SHOOTING, FROSTING, GASSING, MELTING, STRIKING, LASERING, SONICING, DISRUPTING, STULTIFYING, CORRUPTING, SCRAPING * Here are the types of damage attacks: PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, DISEASE, TRAPS, WEAPONATTACK.
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, ableprofs, ableticks, ablehpcosts, ablemncosts, ablemvcosts, and ablelvls parameters. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) savepar savefir savecol savewat savegas savemin savegen savejus saveaci saveele savepoi saveund savemag savedis savetra ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), RONDEATH (t/f),height, weight, ambiance+``, gender, class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) doubt faith deity weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants rejuvrate critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs, ableticks, ablehpcosts, ablemncosts, ablemvcosts, and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency, duration, costs, or casting level by. By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same. The RONDEATH parameter, when set to true, causes this property to disappear on the death of the item owner, the mob, or a mob in the room. 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_AffectReTick: a Property
Property : Prop_AffectReTick Targets : Areas, Rooms, Exits, Mobs, Items Parameters : SCAN=[SCAN TARGETS] SCANMASK=[ZAPPERMASK] Parameters : .. [ABILITYID]=[FORMULA] ([ABILITYID]=[FORMULA]...) Example : scan="items,mobs" scanmask="-levels +>5" Prayer_Bless="@x1+1" Description: This property alters the tick-down time of any ability effect that it finds on a scannable target that matches the given scanmask. The SCAN code can be MOBS, ITEMS, ROOMS, EXITS, OWNERS, or WEARERS, and will attempt to scan to every available object in the room as the property, except OWNER, which will limit the scan only to the affected mob, or the owner of an affected item. The SCANMASK narrows which items will be scanned for effects with a ZAPPERMASK. See ahelp ZAPPERMASK for more info on that. The remaining arguments are ability Ids of effects to retick, which are set equal to a math formula on how to alter its tickdown time. The formula MUST contain the variable @x1, which represents the existing tick down time. Once the tick-down time on an effect has been altered by this property, it will not be altered again, so while getting an affected item may cause an alteration, dropping it will not 'revert' the alterations UNLESS the OWNERS OR WEARERS scan value is used instead of the others.
Prop_AreaForSale: Putting an area up for sale
Ale is an item that is craftable by Distilling.
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_Climbable: Room/Exit navigation limitation
Property : Prop_Climbable Targets : Exits, Rooms, Portals Parameters : Example : Description: Forces players to climb, fly, or use a ladder through the exit or room with this property.
Prop_CloseCommand: Closing Command
Property : Prop_CloseCommand Targets : Containers, Exits Parameters : [COMMAND WORD] ([PARMS...]/NOCLOSE/MESSAGE=[STR];... Example : twist knob;tw knob;twi knob;noclose Example : smack botto* Description: When applied to an open container or exit, this property will force the affected openable to close and maybe lock when the command phrase is entered by the user in its presence. The command word must match exactly, and the command entered must otherwise be completely invalid. PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOCLOSE keyword to also disable the standard close command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use <S-NAME> for the actor, and <T-NAME> for the item.
Prop_ClosedDayNight: Day/Night Visibility
Property : Prop_ClosedDayNight Targets : Items, Mobs, Rooms, Exits Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#) Parameters : (WARNMSGx=[msg]) (SHOPMSG=[msg]) (MASK=) Example : DAY Example : SLEEP HOURS=5-10 Example : "Home=My Area#123" SLEEP LOCKUP MASK=-RACE +ELF Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=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 SHOPMSG for them to say whenever someone tries to interact with them as a shopkeeper during closed hours. You can also specify a particular greeting message at a particular hour of the day with WARNMSG, such as WARNMSG0 for the 0th hour of the day, etc..
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) Parameters : (MASK=[ZAPPERMASK]) Example : DAY Example : WINTER BLIZZARD MASK=-RACE +ELF 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
Comb is an item that is craftable by Scrimshawing.
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, MATERIAL, or SUBTYPE). 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 : (HEIGHT=[NUM]) Example : height=24 Description: Forces players to crawl through the exit or room with this property. The height of the crawlspace is optionally defineable.
Prop_Doppleganger: Doppleganger
Property : Prop_Doppleganger Targets : Mobs, Items, Rooms, Areas Parameters : nothing, or a level change + or -, a level %, or args: : : MIN=[NUM] MAX=[NUM] LEVELADD=[NUM] LEVELPCT=[PCT%] : : PLAYERSONLY=true/false PLAYERSNFOLS=true/false : : ASMATERIAL=[RESOURCE] DIFFADD=[NUM] DIFFPCT=[PCT%] : : LEVELCODE=0/1/-1 DIFFGRP=[true/false] SAVEPCT=[PCT%] Example : Example : 10 Example : 150% Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false Example : MAX=20 MIN=5 ASMATERIAL=IRON 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". By default the level is the average of qualifying room mobs, but can be the lowest level if LEVELCODE=-1, or the highest level if LEVELCODE=1. When the property is on armor or a weapon, it will adjust the strength and level of the item appropriate to its owner. A parameter may be given to always adjust the level of the item up or down from normal, be multiplied by the level as a percentage, or a number of parameter variables like: MIN to set a minimum level, MAX to set a maximum level, LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage by the level (or leave the same when set to 0), PLAYERSONLY to limit the level calculating mobs to players only, PLAYERSNFOLS to limit the level calculating mob to players or their followers only, and ASMATERIAL to change the material of the item only for stat calculation purposes. The difficulty of the mob relative to the level change can also be affected using DIFFADD and DIFFPCT. These will change the difficulty of the mob relative to their level. Saving throw bonus per level can also be applied by setting SAVEPCT=0-100. These difficulties can be multiplied by the number of threats by setting DIFFGRP to true, which also will include group members not present in the math.
Prop_EnlargeRoom: 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, and range. The +-/* signs may be used to adjust the amounts 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, ableprofs, and ablelvls parameters. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) savepar savefir savecol savewat savegas savemin savegen savejus saveaci saveele savepoi saveund savemag savedis savetra 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, ambiance+``,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity rejuvrate xpadjpct, experience, practices trains, questpoints, coins. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. 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 : Siege weapons: ALLMOBS, ALLITEMS, ONLYMOBS, ONLYITEMS flags 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. Siege weapons will also affect a random mob/item on the deck, or all if ALLMOBS/ALLITEMS added, orselectively if ONLYMOBS/ONLYITEMS added. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The flag NOOWN can be used to skip item ownership checks. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Fumble: Causing skill failures
Property : Prop_Fumble Targets : Items, Areas, Rooms Parameters : CHANCE=[PCT] (ITEM=WORN/HERE/HAVE/PRESENT) (MASK=[ZAPPERMASK]) Parameters : (MSG="<S-NAME> fail(s) to do @x1 to <T-NAME> because @x2.") Parameters : (PRIVATE=TRUE/FALSE) (AID=[ABILITY ID],..) (WEAPON=TRUE/FALSE) Parameters : (ATYPE=[ABILITY TYPE],...) (ADOMAIN=[DOMAIN],...) Parameters : (CAST=[ABILITY ID(ARGS)],...) Example : chance=50% mask="-race +elf" aid=Spell_Fireball,Spell_Light Example : chance=50% atype=spell,skill domain=stealthy Example : chance=50% atype=spell cast=Spell_Fireball Description: Causes a spell or skill to fumble and show a message according to the given chance%. The skills to fumble are identified as belonging to the given ATYPE (if specified) AND either belonging to the ADOMAIN, having an AFLAG, or having its Ability ID in the list of AID. The skill will fumble if the caster matches the given MASK zappermask. The message MSG= may be specified, with special codes @x1 for the skill name, and @x2 for the affected item name. The message can be shown PRIVATE= ly, or to everyone in the room. If the affected is an item, the ITEM= parameter can be used to specify the state that the item must be in to cause the fumble. Lastly, a CAST= argument can be given to cause fumbles to be accompanied by a spell being cast by the item against the skill user. Prop_Fumble also has another mode of operation. If WEAPON=TRUE, then instead of fumbling skills, it will fumble attacks and cause the attacker to suffer the consequences.
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 class=thief race=elf allset=aname-3 Example : str+2 ableprofs="spell_fireball(10)" 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, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) savepar savefir savecol savewat savegas savemin savegen savejus saveaci saveele savepoi saveund savemag savedis savetra ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+``,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same. Parameters may also include ALLSET=[SET_NAME]-[NUMBER] where SET_NAME is a arbitrary un-spaced name of the set to which the item belongs. Only when [NUMBER] items in that set are possessed (or worn for Prop_WearAdjuster) will all of the stats be adjusted according to their parameters. 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 poison 50% pierce -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 electricity mind magic cold acid water evil (undead) Resistances: justice (as per many thief abilities) Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons Resistances: -- weapons get reduced % damage per round, lvl based, with limits. : : -- always modifier makes weapon resists always work, no limits. Resistances: spell chant song prayer thief_skill (ability types) Resistances: enchantment/charm kicking vexing conjuration (ability domains) Immunities : teleport (includes gate, summon) holy disease poison Misc : debuf-duration (pct is the maximum debuf ticks remain) 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 flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_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 off <S-NAME>" -class +mage Example : -class +mage "event=accuse,trespassing" "message=" 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. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.). The parameters can also start with the word CONTENT to have the zapper apply equally to a container and its contents (at least until the thing with the zapper is separated from the container). If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. The optional EVENT parameter is a comma-delimited set of strings, where the first is one of ZAP (default) or ACCUSE followed by a comma and the crime key from a laws.ini type definition. See AHELP ZAPPERMASK, where allowed can possess, and disallowed is zapped.
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 ableprofs="spell_fireball(10)" 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, ableprofs, and ablelvls parameters. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) savepar savefir savecol savewat savegas savemin savegen savejus saveaci saveele savepoi saveund savemag savedis savetra ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (as AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+``,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HereEnabler: Granting skills on arrival
Property : Prop_HereEnabler Targets : Rooms, Areas 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: Whenever someone enters the room or area, they will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. When they leave, they lose the spells/skills. 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 flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Hidden: Persistent Hiddenness
Property : Prop_Hidden Targets : MOB, ROOM, ITEM, EXIT, ETC Parameters : (UNLOCATABLE) (BUBBLES) Example : Example : unlocatable Description: An alternative to setting something permanently hidden, this will keep a hidden until the mob performs some act which would normally un-hide the mob. After that, a period of time must elapse before the property reengages and makes a mob hidden again. All other object types just stay hidden Optional flags include: Unlocatable - makes the item unlocatable by spells, or an area by the WHERE command. Bubbles - makes the hidden property not only apply to the object, but to an owner.
Prop_IceBox: Works like an ice box
Box is an item that is craftable by Pottery.
Prop_ImproveGather: Improve Gathering Skills
Property : Prop_ImproveGather Targets : Items,Rooms,Mobs,Areas Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST] Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging Description: Alls the mob, item, or location to bestow the ability to multiply the yield from certain gathering skills. SKILLS can be either a list of Ability IDs, or the word "ALL" to apply to all gathering skills. A MASK would always apply to the person doing the skill, and the AMT is the integer number to multiply the yield by (or 0 to make it go away altogether!). See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not.
Prop_InstantDeath: An Instant Death Property
Property : Prop_InstantDeath Targets : MOB, Item, Room, Area Parameters : (MASK="[zapper]") (DAMAGE=[NUM]) (DMGPCT=[0-100]) (MSG="[STR]") Example : mask="-race +dwarf" Example : damage=10 dmgpct=0 msg="<S-NAME> <DAMAGES> <T-NAME>" Description: Will (eventually) cause the death of anyone using the item, attacking the mob, or entering the room or area. If a mask if given, only those matching the mask are killed. If a DMGPCT < 100 is used, damage is done and the MSG is displayed. If a DAMAGE > 0 is used, but DMGPCT=0, then a flat amount of damage is done. See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.
Prop_Invisibility: Persistent 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_ItemBinder: Allows an item to be bound to player, account, or clan.
Bin is an item that is craftable by Blacksmithing.
Prop_ItemNoRuin: Manages Deletion/corruption from corpses
Property : Prop_ItemNoRuin Targets : ITEM Parameters : (NEVERMIND) 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. If the NEVERMIND argument is given, however, it will always be ruined no matter what.
Prop_ItemSlot: Has slots for enhancement items
Property : Prop_ItemSlot Targets : ITEM Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (LEVEL=NONE/HIGH/ADD) Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML] Example : NUM=4 TYPE=Gems REMOVABLE=TRUE Description: When placed on an item, that item will have available slots into which other items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT command. When this is done, the item with this property will gain the effect benefits of the other item in addition to its own. The NUM parameter determines how many slots are available. The TYPE parameter must match the TYPE parameter from the Prop_ItemSlotFiller of the item being PUT. The REMOVABLE property sets whether the items in the slots may be removed. The LEVEL argument affects how slot fillers affect the item level: none, equal to the highest, or added together. See also Prop_ItemSlotFiller.
Prop_ItemSlotFiller: Provides for enhanced item slots.
Property : Prop_ItemSlotFiller Targets : ITEMS (NOT CONTAINERS) Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...]) Parameters : (ADDS="[ID(args),...]") Example : NUM=4 TYPE=Gems REMOVABLE=TRUE Description: When placed on an item, that item will put able to be PUT, using the PUT command, into the slots provided on an item with the Prop_ItemSlot property. When this is done, the item into which this item is PUT will gain all the effect benefits of this item. The NUM parameter determines how many slots this item takes up. The TYPE parameter must match the TYPE parameter from the Prop_ItemSlot of the item being PUT into. The SKIPS property is a comma delimited list of Ability IDs which should be ignored when determining which effects on this item should be applied to the slotted item. The ADDS property is a comma delimited list of Ability IDS/Properties for adjusting the item or the wearer of the item whose slot is being filled. Adjustments to physical stats like attack, armor, damage, speed, or disposition/senses will only affect the slotted item itseld, while all other character state and stat adjustments will impact the wearer/wielder of item.
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 : (NOTRANSLATE) ([PERCENT]) (`WORDS) ([LANGUAGE ID]) ... Parameters : (#[PLAYERNAME]) Example : Example : 100% Dwarven 50% Elvish Example : Dwarven Elvish Example : NOTRANSLATE 75% `smile `beer Dwarven #BOB Description: This is property has two distinct but related purposes. The original is to allow 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. The other function of this property is activated when NOTRANSLATE is one of the parameters. In this case, this property on a mob will allow that mob to understand languages they otherwise would not. In fact, understanding can be limited to specific words by prefixing a language id with one or more `words. This mode can also support passing commands through to mobs by including the names of trusted players using the # syntax, or a wildcard name of #*.
Prop_LanguageSpeaker: Forces language speaking
Property : Prop_LanguageSpeaker Targets : Mobs, Items, Rooms, Exits, Areas Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE) Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK]) Example : LANGUAGE=Dwarven Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB Description: This is property forces the mobs who become affected by this property to speak the designated language until something else stops them. On a mob, the affected mob will speak the language. On a room, those who enter or are born in a room may be speak the language. On an area, those who enter or are born in a room may speak the language. On an exits, those who enter the exit may speak the language. On an item, those who pick up the item may start speaking the language, while putting it down will stop them. The parameters affect who will start speaking the language. By default, any non-player mob will become affected. HOMEONLY will force only those whose starting room is in the area to speak. NOMOBS will eliminate all non-players from consideration. PLAYERS will allow players to be affected. An optional zapper mask may follow a semicolon to add additional masks. +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow) -PLAYER (disallow all players), -MOB (disallow all mobs/npcs) -CHANCE 50 (disallow the given % of the time) -JAVACLASS "+GENMOB +.Drink" etc.. (disallow only objects of +java class) +JAVACLASS "-GENITEM -.Drink" etc.. (Do not disallow objs of -classes) -CLASS +thief +mage +ranger (disallow all but excepted char classes) +CLASS -thief -mage -ranger (disallow only listed classes) -BASECLASS +thief +mage (disallow all but excepted base char classes) +BASECLASS -thief -mage -bard (disallow only listed base char classes) -RACE +elf +dwarf (disallow all but excepted races) +RACE -elf -dwarf -human -gnome (disallow only listed races) -RACECAT +elf +insect +humanoid (disallow all but listed racial categories) +RACECAT -elf -humanoid (disallow only listed racial categories) -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments) +ALIGNMENT -evil -good -neutral (disallow only listed alignments) -GENDER (disallow genders), -GENDER +male +neuter (create exceptions) +GENDER -male -female -neuter (disallow only listed genders) -FACTION (disallow all faction and values, even a lack of faction) -FACTION +myfactionrange +faction.rangecode (create exceptions) +FACTION -rangecode -faction.rangecode (disallow only faction range code) -NAMES +bob "+my name" (disallow all except those with given names) +NAMES -bob "-my name" (disallow only those with one of the given names) -SUBNAMES +*ending +*inside* (disallow all except those with partial name) +SUBNAMES -*ending -*insid* (disallow only those with partial name mask) -ACCOUNTS +bob "+my name" (disallow all except those in the given accts) +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts) -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts) +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo) -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise) +EXPERTISES -myedu -anyedu (disallow those with a listed expertise) -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges) -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range) -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl) -MAXCLASSLEVEL +=1 +<13 (disallow only those with highest class level range) +ANYCLASS -thief -mage (disallow only those with a listed multi-class) -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl) +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls) -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags) +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags) -MOOD +grumpy +normal (disallow all except those with given moods) +MOOD -grumpy -normal (disallow only those with subtracted moods) -CLAN "+The Boyz" +Monkeys (disallow all except those in listed clan(s)) +CLAN "-The Boyz(CHIEF)" (disallow only those in a listed clan w/role/func) -CLANLEVEL +clanname +>5 +* +<10 (disallow all except member clan level) +CLANLEVEL -1 ->5 -clanname -<10 (disallow only these member clan levels) -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity) +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity) -ANYCLASS +thief +ranger (disallow all except those with a multi-class) -STR X (disallow those with strength greater than X) +STR X (disallow those with strength less than X) -INT, -WIS, -CON, -CHA, -DEX,+INT, +WIS, +CON, +CHA, +DEX (See -STR/+STR) +-ADJSTR...ADJCON (Same as +STR/-STR, but uses current values) -GROUPSIZE X (disallow those in groups larger than X) +GROUPSIZE X (disallow those in groups smaller than X) -AREA +thatarea "+my areaname" (disallow all except those in listed area) +AREA -thatarea "-my areaname" (disallow only those in listed area) -PARENTAREA +PARENTAREA (As +-AREA but checks parents) -HOME "+area name" (disallow all except those from listed home/beacon area) +HOME "-my areaname" (disallow only those from listed home/beacon area) -ISHOME/+ISHOME (disallow all npcs not in/unless in their home/beacon areas) -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but) +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed) -ITEM "+item name" etc... (disallow only without an item name) +ITEM "-item name" etc... (disallow when having an item name) -WORN "+item name" etc... (disallow when not wearing item name) -WORN "+item name" etc... (disallow when not wearing item name) -MATERIAL "+WOODEN" etc.. (disallow only items of added materials) +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials) -RESOURCES "+OAK" etc.. (disallow only items of added resources) +RESOURCES "-OAK" etc.. (Do not disallow items of -resources) -IF <CONDITION> (disallow, unless they meet Scriptable conditions) +IF <CONDITION> (never disallow anyone who meets Scriptable cond) -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true) +IFSTAT -STAT=VALUE -STAT=VALUE (disallow those with a stat value) +OR/-OR to separate conditions. -OR negates the following condition(s) -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/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X) +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X) +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks -WORNON "+TORSO" etc.. (disallow only items wearable on +locations) +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations) -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions) +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp) -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses) +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses) -ABILITY X (disallow those with magical ability less than X) +ABILITY X (disallow those with magical ability greater than X) -HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X) +HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X) /+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y") -SEASON +FALL (disallow when season is not FALL) +SEASON -SPRING (disallow whenever the season is SPRING) -WEATHER +DROUGHT (disallow when weather is DROUGHT) +WEATHER -BLIZZARD (disallow whenever the weather is BLIZZARD) -DOMAIN +CAVELAKESURFACE (disallow when not in a CAVELAKESURFACE) +DOMAIN -MOUNTAINS (disallow those in the MOUNTAINS) -QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST) +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST) -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects) +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect) -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency) +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency) -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag) +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag) +TAG, -TAG +tagid etc.. (disallow or dont disallow tags as above) +ACCCHIEVES, -ACCCHIEVES +achieveid etc.. (disallow achievements as above) -RIDE +RIDE zappermask (Apply remainder of criteria to ridden) -FOLLOW +FOLLOW zappermask (Apply remainder of criteria to followed)
Prop_LimitedContents: Limited Content Types
Tent is an item that is craftable by Tailoring.
Prop_LimitedEquip: Limited Equips Item
Property : Prop_LimitedEquip Targets : Items Parameters : [MAX NUM](;ID="[IDENTIFIER]" MESSAGE="[MESSAGE]") Parameters : (GET=[T/F] MASK="[ZAPPERMASK]") Example : 3 Example : 3;id="my unique id" message="Can't do it!" Description: This property will ensure that no more than the given number of items with the same name (or ID) as the ones with this property can be equipped by someone at the same time, or gotten at the same time if GET=TRUE. An optional zappermask can filter who this restriction applies to.
Prop_LimitedItems: Limited Item
Property : Prop_LimitedItems Targets : Items Parameters : [MAX ITEMS](;ID="[IDENTIFIER]") Example : 3 Description: This property will ensure that no more than the given number of items with the same name (or ID) 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] Parameters : (;ABSOLUTE) (;PLAYEROK) (;TIMEOUT=[SEC]) Example : AREA Example : ROOM ;PLAYEROK ;TIMEOUT=44 Example : My Happy Area ;PLAYEROK 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. If the PLAYEROK argument is given, then the item can be moved anywhere so long as a player is holding, riding, or being followed by the bound thing. If the TIMEOUT argument is given, then the item can be moved outside its bound only until the timer expires. If the ABSOLUTE argument is given, then the AREA and ROOM argument are no longer relative, but absolute to the starting room of the bound item, as if the room number or area name had been specified.
Prop_LotForSale: Buy a room once, get all adjacent rooms free
Ale is an item that is craftable by Distilling.
Prop_LotsForSale: Putting many rooms up for sale
Ale is an item that is craftable by Distilling.
Prop_MagicFreedom: Magic Neutralizing
Gi is an item that is craftable by Tailoring.
Prop_MOBEmoter: A MOB emoter property
Property : Prop_MOBEmoter Targets : Room, Area, Item, Mob, Exit Parameters : Same as Emoter Behavior Parameters : ([BEHAVIOR ID] [BEHAVIOR ARGUMENTS]) Description: This property, by default, 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. However, if the first word of the arguments is a valid Behavior ID, then this property can encapsulate ANY behavior with all arguments after the first being the arguments of that behavior.
Prop_ModExperience: Modifying Experience Gained
Property : Prop_ModExperience Targets : MOBs, Items, Rooms, Areas Parameters : (=,+,-,*,/)[NUM](%)(SELF)(RIDEOK)(TARGET)(;[MASK])(;;[TYPE]) Parameters : ([Comma-delimited, bracket[]-surrounded groups of above]) Example : 500 Example : 500;-race +orc Example : =10% Example : +20% SELF RIDEOK Example : [+20% SELF RIDEOK;-race +horse],[=10%;-race +elf] Example : +20%;-class +Fighter +Mage -Race +Elf Example : *2 Description: Allows the archon to modify the amount of experience gained by each player for slaying the mob. If placed on a mob, the experience will be granted according to the parm, so long as the player meets the mask, and xp meets the type parameters (both optional). The property will apply to the mob with this property him or herself only if the word SELF is included in the first parameters. The property will apply to riders of mobs with this property, unless RIDEOK is included in the first parameters. This property will only apply to targeted xp (like combat) with the TARGET parameter. Other arguments include: NEGATIVE to apply only to lost experience, or POSINEGA to apply to positive and negative experience. POSITIVE experience only is the default. If placed on an item, the xp mod will be applied to the wearer (or wielder or holder) . If placed on a Room or Area, the experience mods will be apply to those inside. If no mask or xp type is given, the experience is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not modified. Valid xp types include things like: "ABILITY:[ability id]", "COMBAT:*", "SCRIPT:[quest name]", "CLASS:[class name]", "ACHIEVE:*", "COMMAND:[command id]", "LIEGE:[name]", "MISC:*", etc. The type can be matched using * or ? characters. Multiple independent XP changes may be specified by grouping all arguments in [], and separating multiple groupings with commas.
Prop_ModFaction: Modifying Faction Gained
Property : Prop_ModFaction Targets : MOBs, Items, Rooms, Areas Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK]) Example : alignment.ini: 500 Example : alignment.ini: 500;-race +orc Example : =10% Example : examples/reputation.ini: +20% Example : +20%;-class +Fighter +Mage -Race +Elf Example : +alignment.ini:*2 Description: Allows the archon to modify the amount of faction gained or lost by each player for slaying the mob. If placed on a mob, the faction will be granted according to the parm, so long as the player meets the mask parameters (optional) and so long as the faction being changed is the one specified in the parameters (also optional). The faction id is left empty to specify affecting all factions. The faction id can be preceeded by a + to only affect faction gains, - to only affect faction losses, or neither to affect both. You can also use REACTION as a faction ID to only apply to factions that have reactions defined. If this property placed on an item, the faction will be altered for the wearer (or wielder or holder), so long as the mob killed meets the mask (optional). If placed on a Room or Area, the faction will be changed for one who meets the (optional) mask requirements. If no faction id is given, all factions are changed. If no mask is given, the faction is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not.
Prop_MoveRestrictor: Moving restrictor
Property : Prop_MoveRestrictor Targets : MOBs, Rideables Parameters : (CHANCE=[NUMBER 0-100]) Parameters : (NOLOCALES="[LOCALE],...") (ONLYLOCALES="[LOCALE],...") Parameters : (NODOMAINS="[DOMAIN],...") (ONLYDOMAINS="[DOMAIN],...") Parameters : (SEARCH="[STR]") (ISEARCH="[STR]") (MSEARCH="[STR]") Parameters : (MESSAGE="<S-NAME> [PREDICATE]") (PUBLIC=TRUE/FALSE) Parameters : (DISMOUNT=[TRUE/FALSE]) (CAST="[ABILITY ID];...") Example : nolocales="WOODS,SWAMP" message="<S-NAME> will not enter!" public=true Description: According to the given percentage CHANCE (default 100%), this property restricts the ability of a mob or rideable to enter rooms of a particular spec. NODOMAINS can list the types of rooms that cannot be entered, whereas ONLYDOMAINS lists the types of rooms that can be entered, restricting all others. Both are comma-delmited lists. Indoor DOMAINS include: STONE, WOODEN, CAVE, MAGIC, and METAL. Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. NOLOCALES can list the types of rooms that cannot be entered, whereas ONLYLOCALES lists the types of rooms that can be entered, restricting all others. Both are comma-delmited lists. See LIST LOCALES for a list of valid room locale ids. The SEARCH string allows room restricting based on a key phrase in the potential room title or description. MSEARCH restricts based on mobs in the potential room, and ISEARCH based on items in the potential room. The MESSAGE parameter allows you to set the string that the person trying to move into the room sees when it is restricted. Use <S-NAME> as a substitute for the persons name. The PUBLIC parameter decides whether everyone sees the message (true), or only the person trying to move (false). The DISMOUNT will automatically dismount any riders on the affected. The CAST parameter allows you to cause a spell to be cast upon all the properties mover, or upon all the riders, when they try to enter a room that is restricted.
Prop_MultiEffects: Multi Effects
Tie is an item that is craftable by Tailoring.
Prop_NarrowLedge: The Narrow Ledge
Property : Prop_NarrowLedge Targets : Rooms, Exits Parameters : check=[%] name=[NAME OF THE LEDGE] (room=[ROOM ID]) Example : check=16 name="the narrow ledge" Example : check=25 name="a tightrope" room="myarea#2" 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 or into the specified room ID. 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_NoCraftability: Not Learnable for Crafting
Raft is an item that is craftable by Boatwrighting.
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
Ring is an item that is craftable by Jewel Making.
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 : ([TIMESTAMP]/[DATE-TIME]_ Example : Example : 16885795721221 Example : 10/31/2023 08:51am 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. If no parameter is given, the protection will last until the next reboot, or otherwise until the time given.
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 : (EXCEPTIONS=[ROOMID/AREANAME,etc..]) (NOSUMMON=TRUE) Parameters : ... (INTERAREAOK=true/false) (MESSAGE=[message]) Parameters : ... (REDIRECT=[ROOM ID]) Example : Example : exceptions="area name#12,other area name" Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells INTO this area. If this is placed on an area, specific room or area exceptions may be given. By default, mob summoning skills, such as monster summoning, ARE allowed, but can also be disabled with nosummon=true. The optional exceptions argument can list room ids, area names, planarability, or spell ids. The NOSUMMON argument prevents summoning also, and INTERAREAOK allows/prevents teleportation inside an area with this property. MESSAGE can be used to change the fizzle message seen by the casters. REDIRECT is an optional room ID that will allow the teleport to procede, but only to the specific room.
Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing
Property : Prop_NoTeleportOut Targets : Room, Area Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]) Example : Example : exceptions="area name#12,other area name" Description: Disallows the casting of gate, teleport, portal, plantpass, and other spells OUT OF this area. The optional exceptions argument can list room ids, area names, planarability, or spell ids. The INTERAREAOK argument allows/prevents teleportation inside an area with this property.
Prop_NoTelling: Tel Neutralizing
Property : Prop_NoTelling Targets : Room, Area, Mobs Parameters : Example : Description: Cancels all tell message sending in or to the room, area, or mob. You can also add this to player mobs as punishment or to shut them up. Admins are exempt from the restrictions imposed.
Prop_OpenCommand: Opening Command
Property : Prop_OpenCommand Targets : Containers, Exits Parameters : [COMMAND WORD] ([PARMS...]/NOOPEN/MESSAGE=[STR];... Example : twist knob;NOOPEN;MESSAGE="Doorknob!!";tw knob;twi knob Example : smack botto* Description: When applied to a locked container or exit, this property will force the affected openable to unlock and open when the command phrase is entered by the user in its presence. The command word must match exactly, and the command entered must otherwise be completely invalid. PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOOPEN arg to also disable the standard open command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use <S-NAME> for the actor, and <T-NAME> for the item.
Prop_OpenPassword: Opening Password
Sword is an item that is craftable by Scrimshawing.
Prop_OutfitContainer: Remembers whats put in, and wear the contents when worn
Property : Prop_OutfitContainer Targets : Containers Parameters : ;[XML TAGS...] Description: When applied to a container, this property will allow the container to remember which things were put into it by a player. Then, whenever the player attempts to wear/hold/wield the container, if the container has items/armor/weapons inside, the player will actually wear the containing items instead. The automatic wearing of the contained items will automatically remove conflicting items as normal. Later, when the remembered items are removed, they will automatically be put back into the container that remembers them.
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_PrivateProperty: Physical Property
Rope is an item that is craftable by Weaving.
Prop_PropSetter: Changing properties/attributes
Property : Prop_PropSetter Targets : All Parameters : TRIGGER=[TRIGTYPE] (BUBBLE=TRUE/FALSE) [STAT="VALUE"] Example : trigger=get bubble=false ammocapacity=10 Example : trigger=always bubble=false capacity="@x1+${WEIGHT}+5" Description: This property changes the settable fields on the affected object, or an items owner if bubble=true. The change occurs on the trigger, and is undone on an opposing event, if the trigger has one. The supported triggers are: ALWAYS, ENTER, BEING_HIT, WEAR_WIELD, GET, USE, PUT ,MOUNT, DROP_PUTIN, HITTING_WITH. The stats you can discover by using LIST STATS [CLASSNAME]. "VALUE"s can be anything, including math formulas based on the previous numeric value by including the @x1 variable, or by referencing some other stat using ${OTHERSTAT} syntax inside the value. Now the warnings: Most fields can be temporarily and conditionally adjusted safely using the various Prop_*Adjuster properties. This property makes permanent savable changes, similar to MPGSET in a script. It *might* also be able to safely undo a change, making it seem temporary, but its best to use this as a last resort, and to test it first.
Prop_QuestGiver: Gives a Quest
Gi is an item that is craftable by Tailoring.
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
Cap is an item that is craftable by Armorsmithing.
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 class) +thief +mage +bard (create exceptions to -all) -thief -mage -bard (disallow only listed classes)
Prop_ReqEntry: All Room/Exit Limitations
Property : Prop_ReqEntry Targets : Rooms, Areas, Exits, Portals Parameters : (nosneak) (nofollow) (actual) ("message=my message") Parameters : ("event=[block/accuse],(crime)") mask Example : -race +elf Example : nosneak -race +elf Example : "event=accuse,trespassing" "message=" -race +elf Example : "message=Elves Only in there!" nofollow -race +elf Description: Creates restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include: nosneak (disallow sneaking past the requirement) nofol (disallow followers) actual (discount disguises) "message= ... " (override the default no-entry message. "event= ..." (comma-delim event: default='block', or 'accuse,[crime],..') See AHELP ZAPPERMASK, where allowed can enter, and disallowed is not.
Prop_ReqHeight: Height Restrictions
Property : Prop_ReqHeight Targets : Areas, Room, Exit Parameters : a maximum height to enter Example : 12 Description: Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.
Prop_ReqLevels: Level Limitations
Property : Prop_ReqLevels Targets : Room, Areas, Exits Parameters : ==, <=, >=, >, or < followed by a level number ([PARMS]) Example : <=10 >=5 Description: Creates level restrictions for entering a room. Followers will be allowed unless the NOFOL parameter appears. The parameter should describe only the allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added to the parameter to disallow sneaking past your criteria. The parm MESSAGE="message" may be added to change the error message seen. The term "SYSOP" will require admin privileges. The "ALL" flag, for some reason, just lets everyone in.
Prop_ReqNoMOB: Monster Limitations
Property : Prop_ReqNoMOB Targets : Room, Areas, Exit Parameters : optional nosneak parameter Example : Example : nosneak Description: Prevents non-player mobs without followers from entering the room. The term "NOSNEAK" may be added to the parameters to disallow sneaking past your criteria.
Prop_ReqPKill: Playerkill ONLY Zone
Property : Prop_ReqPKill Targets : Room, Exit, Area Parameters : Example : Description: Allows access only to those players who have their playerkill flag set.
Prop_ReqRaces: Room/Exit Race Limitations
Property : Prop_ReqRaces Targets : Rooms, Areas, Exits Parameters : room masks listed below Example : -all +elf Description: (DEPRECATED -- See PropReqEntry) Creates race restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include: nosneak (disallow sneaking past the requirement) -all (disallow all races) nofol (disallow followers of appropriate alignment) +elf +half +human (create exceptions to -all) -elf -half -human (disallow only listed races)
Prop_ReqStat: Require stat values
Property : Prop_ReqStat Targets : Rooms, Areas, Exits, Portals Parameters : mob character stat expressions as shown in example Example : strength<10 intelligence==5 wisdom>=3 Description: Creates restrictions for entering a room. Players must pass every expression test in order to enter. Valid parameters include: nosneak (disallow sneaking past the requirement) nofol (disallow followers) STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..
Prop_ReqTattoo: Tattoo Limitations
Property : Prop_ReqTattoo Targets : Rooms, Areas, Exits, Items Parameters : optional msg; tattoo masks listed below Example : -all +manlymen Example : You can't go here!;-all +manlymen Description: Creates tattoo restrictions for entering a roomor possessing an item. Followers will be allowed unless explicitly disallowed. See the help on Tattoos. Understood masks include: nosneak (disallow sneaking past the requirement) nofol (disallow followers of appropriate alignment) -all (disallow unless has one of the following +tattoos) +all (allow unless has any of the followng -tattoos) +none (must have all +tatoos, and lack all -tattoos) +TATTOONAME (must have tattoo) -TATTOONAME (must not have tattoo) Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.
Prop_ReRollStats: Re Roll Stats
Property : Prop_ReRollStats Targets : MOB Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE) Example : Example : BONUSPOINTS=5 PICKCLASS=TRUE Description: Allows a player a one-time opportunity to redesignate their stats, completely from scratch, and potentially re-pick their class.
Prop_Resistance: Resistance to Stuff
Property : Prop_Resistance Targets : MOB Parameters : resistance names followed by percentages Parameters : Parameters may be followed by an optional mask Example : magic 50% poison -10% Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf Description: Gives a mob natural resistances and immunities. The effects which may be included are: Resistances: gas fire electricity mind magic cold acid water evil (undead) Resistances: justice (as per many thief abilities) Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons Resistances: -- weapons get reduced % damage per round, lvl based, with limits. : : -- always modifier makes weapon resists always work, no limits. Resistances: spell chant song prayer thief_skill (ability types) Resistances: enchantment/charm kicking vexing conjuration (ability domains) Immunities : teleport (includes gate, summon) holy disease poison Misc : debuf-duration (pct is the maximum debuf ticks remain) 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_RestrictSkills: Specific Skill Neutralizing
Property : Prop_RestrictSkills Targets : Room, Area, MOB, Item Parameters : SKILLS="[ABILITYID,...]" (MESSAGE="[STRING]") (WEARONLY=[T/F]) Parameters : (ONLYROOMS="[DOMAIN,...]") (NEVERROOMS="[DOMAIN,...]") Example : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!" ONLYROOMS="UNDERWATER,AIR" Description: Cancels the effects of the listed spells/skills, and can be restricted by location. The only required parameter is SKILLS, which is a comma-delimited list of Ability IDs. Optional parameters includes MESSAGE, to change the skill users error message, ONLYROOMS to restrict the skill everywhere except the comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the mob. When on an item, it only affects the owner of the item. If you want to limit spells/skills used AGAINST a mob, look at immunities.
Prop_RestrictSpells: Specific Spell Neutralizing
Property : Prop_RestrictSpells Targets : Room, Area Parameters : [SPELLID];[SPELLID];... Example : Spell_Sleep;Chant_Uplift; Description: Cancels the effects of the listed spells when cast on or in the room. Spell IDs can optionally include an argument in parenthesis () to restrict the spell only when cast against a target of the given name. Spell ids with parenthesis arguments may be listed multiple times. When a spell targets a room or area, the name of a Plane of Existence may also be a valid argument.
Prop_Retainable: Ability to set Price/Retainability of a pet.
Property : Prop_Retainable Targets : Mobs Parameters : The value of the mob to shopkeepers Parameters : Price of the mob per period;number of days per period Parameters : (PERSIST=true) Example : 100000 Example : 100 persist=true;10 Description: This property serves many a purpose: to allow you to set a value to mobs when being sold as pets by shopkeepers. It also allows you to create mobs which will be saved in the database when the system is shut down, so long as the mob has this property, and the mob is presently on someone's personal home, such as a Prop_RoomForSale room. The second parameter following the semicolon, if present, will also make the mob automatically draw money from the property owners bank account periodically. The second parameter refers to the number of mud-days between each pay period. If a pay period passes and the mob can not find a bank account of the owners from which to get paid, or has not been placed on someone's personal property as described above, the mob will quit and disappear. If persist is set to true, then the mob will stop following the player, but remain in the game when the player logs out.
Prop_RideAdjuster: Adjustments to stats when ridden
Property : Prop_RideAdjuster Targets : Items and Mobs Parameters : see Prop_HaveAdjuster Example : see Prop_HaveAdjuster Description: Whenever the item or mob having this property is mounted or ridden, the statistics of the rider will be adjusted as described in the parameters. Dismounting will remove the effects. See Prop_HaveAdjuster for more information on the valid parameters for this property.
Prop_RideEnabler: Granting skills when ridden
Property : Prop_RideEnabler Targets : Items and MOBS Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is being mounted or ridden, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideResister: Resistance due to riding
Property : Prop_RideResister Targets : Items and Mobs Parameters : resistance names followed by percentages Parameters : Parameters may be followed by an optional mask Example : magic 50% poison -10% Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf Description: Whenever the item having this property is mounted or ridden, the rider gains certain resistances and immunities described in the parameters. When exited, the resistances and immunities are also cancelled. The effects which may be included are: Resistances: gas fire electricity mind magic cold acid water evil (undead) Resistances: justice (as per many thief abilities) Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons Resistances: -- weapons get reduced % damage per round, lvl based, with limits. : : -- always modifier makes weapon resists always work, no limits. Resistances: spell chant song prayer thief_skill (ability types) Resistances: enchantment/charm kicking vexing conjuration (ability domains) Immunities : teleport (includes gate, summon) holy disease poison Misc : debuf-duration (pct is the maximum debuf ticks remain) 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_RideSpellCast: Casting spells when ridden
Property : Prop_RideSpellCast Targets : Items and MOBS Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is being mounted or ridden, the owner will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The flag ONCLOSED can be used to invoke effects only when the container is closed. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideZapper: Restrictions to riding
Property : Prop_RideZapper Targets : Items and Mobs Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : MESSAGE="<S-NAME> falls off <O-NAME>!" -class +mage Example : -class +mage "event=accuse,trespassing" "message=" Description: Whenever the rider of the item or mob with this property mounts the item, they will be zapped unless it is allowed by the listed parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) The optional EVENT parameter is a comma-delimited set of strings, where the first is one of ZAP (default) or ACCUSE followed by a comma and the crime key from a laws.ini type definition. If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, see AHELP ZAPPERMASK, where allowed can ride, and disallowed is zapped.
Prop_RoomDark: Darkening Property
Property : Prop_RoomDark Targets : Areas, Room Parameters : (HOURS=[NUM],[NUM],...) Example : Example : HOURS=1,4,0 Description: Makes a room dark, so that you need a light to see it. You can specify the hours of the day in which the room is made dark using the optional HOURS argument.
Prop_RoomForSale: Putting a room up for sale
Ale is an item that is craftable by Distilling.
Prop_RoomLit: Lighting Property
Property : Prop_RoomLit Targets : Areas, Room Parameters : (HOURS=[NUM],[NUM],...) Example : Example : HOURS=1,4,0 Description: Makes a room lit, even at night. You can specify the hours of the day in which the room is made lit using the optional HOURS argument.
Prop_RoomPlusForSale: Putting an expandable room up for sale
Ale is an item that is craftable by Distilling.
Prop_RoomRedirect: Room Redirect Property
Property : Prop_RoomRedirect Targets : Areas, Room Parameters : [ROOM ID]=[ZAPPERMASK](;[ROOM ID]=[ZAPPERMAKS] ... ) Example : Midgaard#3001=-name +bob;Midgaard#3005=-name +joe Description: Allows a room or area to redirect players into another room based on a zappermask check of them. Multiple masks and entries may be included, and each entry is separated by semicolons. An entry is a room id followed by an equal sign and a zapper mask. An empty room ID will let the player enter the room or area as normally. A room ID number will check only the current area of the host object. This property allows players to be redirected based on a mask, but won't fool more programmatic mapping systems, such as concierge behavior or tracking skills. Once active, only SYSMSGS can be used to re-enter the based room regardless of settings.
Prop_RoomsForSale: Putting a cluster of rooms up for sale
Ale is an item that is craftable by Distilling.
Prop_RoomUnmappable: Unmappable Room/Area
Property : Prop_RoomUnmappable Targets : Areas, Room Parameters : (MAPOK) (NOEXPLORE) Example : Example : NOEXPLORE Description: Makes a room unable to be mapped with skills, explored, or seen with regional awareness. Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter disables the unmappable aspect.
Prop_RoomView: Different Room View
Property : Prop_RoomView Targets : Exits, Rooms, Items Parameters : ((LONGLOOK) (ATTACK);)[Room ID to show, or direction] Example : Midgaard#3001 Example : LONGLOOK;south Description: Allows players looking at the room or exit to actually SEE the room description specified in the parameter. Useful for high-up views of the countryside. The LONGLOOK parameter makes it so the room is seen only on Examine/Longlook. ATTACK makes it so a single ranges attack can target someone in the room (but, not visa-versa). The Room ID "OUT" can be used to allow boardable items, such as castles, ships, etc, to view the room in which their item object is in. "DOWNINOUT" can be used by the same boardables to view the rooms below.
Prop_RoomWatch: Different Room Can Watch
Property : Prop_RoomWatch Targets : Rooms Parameters : Room IDs of the rooms that may watch here or var defs ; delimited Example : Midgaard#3001;Midgaard#3002;Midgaard#3012 Example : #3001;prefix=Throw the window you see ;#3012 Description: Allows players in one of the listed rooms to see everything going on in the host room as if they were there. They will be unable to interact with the things they see (LOOKing at, or similar), but can at least witness them. The parameters are the list of rooms, though you can also use prefix=message to define a string to show before the remote messages, and can use the shorter #<num> syntax if both rooms/objects are in the same area.
Prop_SafePet: Unattackable Pets
Property : Prop_SafePet Targets : MOB Parameters : MSG=[NEW DISPLAY MESSAGE] Example : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>." Description: Makes the mob with this property completely unattackable. The default message can be changed with parameters.
Prop_ScrapExplode: Scrap Explode
Property : PROP_SCRAPEXPLODE Targets : Items Parameters : Description: Makes an item explode when scrapped.
Prop_ShortEffects: Short Effects
Property : Prop_ShortEffects Targets : MOB, Item, Area, Room, etc Parameters : ([MAX TICKS] (REMOTEOK) (LONGTIMEOK);)([ABILITY MASK]) Parameters : (... (OWNER) (WEARER) ;)([ABILITY MASK]) Example : 3 REMOTEOK;+SKILLFLAG -DANCING -SINGING -PLAYING Description: Makes the mob with this property more resiliant against effects by limiting their tick-down time, and preventing effects cast by someone not in the same room. Useful for bosses and elite mobs. The effects can be re-enabled with REMOTEOK or LONGTIMEOK. An ability mask can be given to limit what skills are affected by this property, although traps, poisons, and diseases always get a pass from remote effects. If the protected thing is an Item, OWNER and WEARER can limit the circumstances of protection.
Prop_Smell: A Smell
Property : Prop_Smell Targets : MOBS, Items, Rooms Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...) Example : <T-NAME> smells flowery! Example : <T-NAME> smells awful!;<T-NAME> smells BAD! Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD! Example : EMOTE BROADCAST <T-NAME> smells awful! Description: Makes the object with this property respond to a SNIFF command. More than one smell may be given, separated by semicolons. Each smell may have a chance of being selected during a sniff using the CHANCE parameter. ONLY MOBS with this property have other options, including an absolute duration before going away using the TICKS parameter, the opportunity to emote periodically using the EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST flag.
Prop_Socials: Local Social creating property
Property : Prop_Socials Targets : Areas, Room, Item, Mobs, Exits Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]" : : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]") : : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...) Parameters : MASK="[ZAPPER MASK]" ; ... Parameters : WORNONLY=TRUE/FALSE ; ... Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ... Example : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ... Example : load="specialSocials.txt" Description: Creates and defines socials that apply to players in the affected area, room, or near the affected exit, or possessing the affected item. The parameters may be a LOAD command for a resource file containing a standard socials definition list (see your resources/socials.txt file). These files have a single social definition per line, where each part is separated by a tab character. The parameters may also contain a MASK= definition for a zapper mask that will determine whether the given invoker player or mob can use the social. See help on ZAPPERMASK for more information on how to use masks. A WORNONLY variable can be set to TRUE or FALSE to determine whether an item with this property must be worn in order for the social to be usable. The parameters may also be a semicolon (;) separated list of social definitions using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE, TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons to define as many socials as are needed. The allowed variables and valid values are as follows: NAME = the keyword/name of the social -- the command SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM] YOUSEE = What the command invoker sees (<S-NAME>) sees. OTHSEE = What others see the invoker do TGTSEE = What the target (if any) sees NOTARGSEE = What the invoker sees when the target is not present MSPFILE = name of msp sound file in your sounds directory
Prop_Sounder: Reactive Noise
Property : Prop_Sounder Targets : Areas, Room, Item, Mobs, Exits Targets : Room, MOBs, Items, Areas Parameters :([EMOTE TRIGGER] [EMOTE STRING] (MASK=[ZAPPERMASK]);) Example : enter wiggles his bottom.;sleep smiles evilly. MASK=-NAME +Bob; Example : wear $p looks good on you.;remove Now you don't look so good.;remove_room $n doesn't look so good. A lightweight alternative to the Emoter and Sounder behaviors, this allows you to create very simple emoting triggers based on event triggers instead of pro-active tick triggers, such as getting an item, or leaving a room. Each emote trigger is semicolon (;) separated. A MASK= near the end will filter the cause of the trigger. Valid emote triggers include the following: GET - if an item is gotten (or THE item), this will emote to the getter. GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not the getter). DROP - if an item is dropped (or THE item), this will emote to the getter. DROP_ROOM - if an item is dropped (or THE item), this will emote to the room (not the getter). PUSH - if an item is pushed (or THE item), this will emote to the pusher. PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room (not the pusher). PULL - if an item is pulled (or THE item), this will emote to the pulled. PULL_ROOM - if an item is pulled (or THE item), this will emote to the room (not the puller). EAT - if an item is eaten (or THE item), this will emote to the eater. EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not the getter). MOUNT - if an item is mounted (or THE item), this will emote to the mounter. MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room (not the getter). DRINK - if an item is drunk (or THE item), this will emote to the drinker. DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room (not the getter). SIT - if an item is sat on (or THE item), this will emote to the sitter. SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not the getter). SLEEP - if an item is slept on (or THE item), this will emote to the sleeper. SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room (not the getter). WEAR - if an item is worn (or THE item), this will emote to the wearer. WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not the getter). OPEN - if an item is opened (or THE item), this will emote to the wearer. OPEN_ROOM - if an item is opened (or THE item), this will emote to the room (not the getter). CLOSE - if an item is closed (or THE item), this will emote to the wearer. CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room (not the getter). HOLD - if an item is held (or THE item), this will emote to the wearer. HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not the getter). WIELD - if an item is wielded (or THE item), this will emote to the wearer. WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room (not the getter). REMOVE - if an item is removed (or THE item), this will emote to the remover. REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room (not the getter). PORTAL_ENTER - if the room is entered, this will emote to the one entering. PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in the room. PORTAL_EXIT - if the room is left, this will emote to the one leaving. PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the room. DAMAGE - if the object is hurt, or used to hurt, this will emote to the one hurting. DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the others in the room. FIGHT - if the object is attacking, or used to attack, this will emote to the one attacking. FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to the others in the room. The emote strings may be any text, and the following codes may be included: $p - the name of the item with the behavior. $n - the name of the source of the emote, or the source of the trigger. $e - the he/she of $n. $s - the his/her of $n.
Prop_SparringRoom: Player Death Neutralizing
Ring is an item that is craftable by Jewel Making.
Prop_SpellAdder: Casting spells on oneself
Ladder is an item that is craftable by Blacksmithing.
Prop_SpellReflecting: Spell reflecting property
Property : Prop_SpellReflecting Targets : MOBs, Items Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
Example : min=1 max=30 chance=100 fade=0 remain=100 Example : max=10 chance=75 fade=1 remain=50 Description: This complex property allows the archon to set up mobs or items which, when worn, are capable of reflecting spells cast at the mob back to the source. The min and max parms describe the levels of spells which may be reflected. The chance parm describes the % chance of a spell being reflected. Remain is the number of spell levels which may be reflected. Every time a spell is reflected, the level of the spell is subtracted from the remain value. When remain reaches below 0, the item or mob will no longer reflect spells. Fade describes whether the property is persistent or destructive. If fade is equal to 1 or more, then the property is destructive, meaning that the mob will never again gain the fading benefit from this property after remain reaches below 0. If the property was on an item, it will be destroyed. If fade is equal to 0, then the property is persistent. The property will still stop working when the remain value reaches below 0, but the item will not be destroyed, and will begin to regain its strength at a rate of 1 point every 5 minutes or so.
Prop_StatAdjuster: Char Stats Adjusted MOB
Property : Prop_StatAdjuster Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) Parameters : (ADJMAX=TRUE/FALSE) Example : Example : CON=1 Example : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1 Description: This property adjusts a mobs basic stats up or down. Normally, these stats won't go above the mobs max stats. However, if ADJMAX is set to true, the max stat will also be adjusted.
Prop_StatTrainer: Good training MOB
Property : Prop_StatTrainer Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) Parameters : (BASEVALUE=#) (NOTEACH) Example : Example : BASEVALUE=10 CON=10 Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH Description: This property changes a mobs basic 6 stats. With no parameter, it will set all stats to 25 (or the base value), making the mob a suitable trainer. Other parameters may be entered in order to set the stats of the mob to the specified values. Any values not given will default to 25 (or the base value). If you do not want the mob to also be a trainer, you may include the NOTEACH flag. Use BASEVALUE to change the base value from 25 to something else. A BASEVALUE of -1 will prevent any alteration of that stat.
Prop_StayAboard: Stays on mounted thing
Boa is an item that is craftable by Tailoring.
Prop_Tattoo: A Tattoo
Property : Prop_Tattoo Targets : MOB Parameters : tattoo names delimited by semicolons Example : ;UNDEADKILLER;MANLYMEN; Description: This property WAS used to give MOBs tattoos. It is deprecated now. They are now stored on MOB objects. See Help TATTOO. Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.
Prop_TattooAdder: A TattooAdder
Property : Prop_TattooAdder Targets : MOBs, Items, Exits, Rooms, Targets : Areas, Weapons, Food, Drink, Armor Parameters : tattoo name to grant or remove Example : MANLYMEN Example : -MANLYMEN Example : +-MANLYMEN Example : +~MANLYMEN Example : +-~MANLYMEN Example : +34 MANLYMEN Description: This property is used to give MOBs tattoos based on an action taken. The tattoo is given by the object with this property, based on an action which depends on the type of object with this property. Tattoos are arbitrary strings, without spaces, that can be checked for as flags by scripts, masks, and other properties. There are only two types of 'special' tattoos: those starting with RACE_ and those starting with CHARCLASS_, which are used to grant access to otherwise inaccessible races or classes for char creation (e.g. RACE_FIREMEPHIT), assuming all other rules allow. The tattoo parameter is prefixed with - to remove it when the trigger occurs. The tattoo parameter is prefixed with + (or nothing) to add it when the trigger occurs. The tattoo parameter is prefixed with +- to add or remove it when the trigger occurs. The tattoo parameter (after any +- marks) is prefixed with ~ to disable emoting. The tattoo parameter is prefixed (after +- or ~) with a number to make it decay. The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos. The actions which trigger the tattoo include: MOB - death Item - get Exit - enter Room - enter Area - enter Weapon - use in battle Food - eat Drink - drink Armor - wear
Prop_TicketTaker: Ticket Taker
Property : Prop_TicketTaker Targets : Mobs, Items Parameters : [Cost of boarding]/[Name of ticket item] Example : 100 Example : a red ticket Description: This property makes a mob or item the master of a carriage, horse, ship, or other rideable item. They will require the payment specified in the parameters before allowing anyone else to board. Non-player mobs will always be allowed to board. The ticket taker must be riding either the carriage, or riding a horse pulling it, or actually BE the carriage, or either be just outside or just inside the ship or caravan type boardable.
Prop_Trainer: THE Training MOB
Property : Prop_Trainer Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH) Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES) (SKILLS) Example : Example : CON=10 Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH Example : all Fighter all Cleric Description: This property makes a mob a suitable target for the TRAIN command for players. With no parameter, it will set all stats to 25, give them 0 levels in all classes, and give them all expertises. Other parameters may be entered in order to set the stats of the mob to the specified values. Any values not given will default to 25. If you do not want the mob to also be a trainer, you may include the NOTEACH flag. Listing one or more class names will make that trainer have 0 levels in those classes (able to train to it). Not listing any will give the mob ALL classes at level 0. Listing expertise IDs works similarly.
Prop_Transporter: Room entering adjuster
Property : Prop_Transporter Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor Parameters : Room ID (; (SENDENTER=[TRUE/FALSE])) Example : Midgaard#3001 Example : Midgaard#3001;sendenter=true Description: This property is used to transport mobs to a particular place based on an action taken. The actions which trigger the transport include: Rideable - mount MOB - speak Item - get Exit - enter Room - enter Area - enter Weapon - use in battle Food - eat Drink - drink Armor - wear Normally, this skill bypasses any normal notifications, but behaves as if the transported mob is "just there". Add a semicolon and set "sendenter" to true for scripts to see the movement.
Prop_Trashcan: Auto purges items put into a container
Trashcan is an item that is craftable by Blacksmithing.
Prop_Uncampable: Can't be camped on
Property : Prop_Uncampable Targets : Items, Rooms, Mobs Parameters : Example : Description: If this mob, room, or item is otherwise rejuvenating, this property will prevent the rejuvenation from actually occurring if PCs are in the same room as the rejuvenation, but an admin is not present.
Prop_Undroppable: Undroppable stuff
Stuffed peppers is an item that is craftable by Baking.
Prop_Unsellable: Unsellable stuff
Property : Prop_Unsellable Targets : Items, Mobs Parameters : (MESSAGE="[message]") (AMBIANCE="[ambiance]") (DROPOFF=[T/F]) Example : message="You can't sell that." Description: Makes the mob or item unable to be sold to a shopkeeper. The message shown and whether the item has an ambiance can also be set, and whether this property is automatically removed when the item is dropped.
Prop_UseAdjuster: Adjusting stats when used
Property : Prop_UseAdjuster Targets : Items Parameters : statistic names followed by a +, -, or = and a value Parameters : (reversed) Parameters : The above parameters may be followed by an optional mask Example : move+100 class=thief race=elf gender=F Example : dex-1 reversed MASK=-Race +Dwarf Description: When the item with this property is used in a particular way, the listed effects will be permanently given to the owner. For items, trigger use includes: Food, Drink: EAT/DRINK Weapon: Doing damage with (can be reversed) Container: Putting something into Armor: Taking damage while wearing properly The REVERSED parameter is special, and means that instead of the effect going to the owner of the item, it goes to the other party in a trigger, such as to the target instead of the owner when a weapon does damage, or to the attacker instead of the owner when taking damage with an armor. All parameters use the + or - adjuster, except the class, race, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: strength dexterity constitution charisma wisdom intelligence maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) savepar savefir savecol savewat savegas savemin savegen savejus saveaci saveele savepoi saveund savemag savedis savetra ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+``,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. By default, the values + or - are added to the existing values. However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added. All other values act the same. 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_UseEmoter: Emoting when used
Property : Prop_UseEmoter Targets : Item Parameters : Flags, pct chance, emote strings, ';' separated. Example : chance=25;wiggles his bottom.;smiles evilly.;burps! Example : smell chance=25 ;smells horrible!;is really stinky! Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad! Example : broadcast sound chance=25;grumbles!;eeeks! Example : chance=25;sound grumbles!;visual leers broadly.;social smile Description: This property defines a serious of emotes, one of which is triggered when an item is used, such as armor worn, weapon wielded, container filled, drinkable filled. All emote strings are separated by the semicolons shown above. The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask="..." zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), smoking (puff), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private). You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, PUFF, and SOCIAL as the first word in each emote string. This denotes the type of emote for the rest of the string. The last example shows how to enter a mixed emote. If an emote begins with MASK= then the remaining is a zappermask for the mob who is causing the emote.
Prop_UseEmoter2: Emoting when used differently
Property : Prop_UseEmoter2 Targets : Item Parameters : Flags, pct chance, emote strings, ';' separated. Example : See Prop_UseEmoter Description: This property defines a serious of emotes, one of which is triggered when an item is used, such as item gotten, food ate or drank, or liquid poured. All emote strings are separated by the semicolons shown above. The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask="..." zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private). You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes the type of emote for the rest of the string. The last example shows how to enter a mixed emote.
Prop_UseSpellCast: Casting spells when used
Property : Prop_UseSpellCast Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: When the item with this property is worn or wielded, filled or has something placed in it, the owner will be affected by the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_UseSpellCast2: Casting spells when used differently
Property : Prop_UseSpellCast2 Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Example : Spell_MageArmor;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: When the item with this property is touched, or in the case of food and drink, eaten or drank, the owner will be affected by the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WeakBridge: Weak Rickity Bridge
Property : Prop_WeakBridge Targets : Rooms, Exits Parameters : max=[WEIGHT] chance=[%] down=[# TICKS] Example : max=400 chance=75 down=300 Description: Whenever a player enters or exits the room or exit with this property, that player is in great danger. If their total weight exceeds the weight specified by the max parameter, there is a % chance equals to the chance parameter that the bridge beneath them will break. If the property is on an exit, that means instant death for the player. If the property is on an InTheAir type room with a place to fall beneath it, they will fall. If the property is on any other kind of room, instant death will result. The down property describes how many ticks the bridge will remain "down" once it has been broken by a heavy player. Flying can always overcome this property.
Prop_WeaponImmunity: Weapon Immunity
Property : Prop_WeaponImmunity Targets : Items, Mobs Parameters : List of immunities Example : +ALL -SILVER -CLOTH -LEATHER Example : +ALL -MAGIC -SLASHING -FROSTING Example : +ALL -LEVEL15 Example : +BASHING +IRON +STEEL +MAGIC Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER Description: Whenever the item with this property is worn, or for the mob with this property, they will attain damage immunities to the types and/or materials of weapons specified. Here are the parameters: +ALL - Specifies that, by default, the mob is immune to ALL damage. -DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc. +DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc. +WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc. -MAGIC - Creates an exception to the +ALL rule by permitting damage from magical spells and magical weapons. +MAGIC - If +ALL is not used, this will create an immunity to magical spells and weapons. -MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from magical spells, chants, songs, or prayers. +MAGICSKILLS - If +ALL is not used, this will create an immunity to magical spells, chants, songs, and prayers. -LEVELX - Creates an exception to the +ALL rule by permitting damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc. +LEVELX - Can be used instead of +ALL to create an immunity to weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc. -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a given material. -PARALYSIS - Creates an exception to the +All rule by permitting damage from paralysis spells. +PARALYSIS - If +All is not used, this creates an immunity to damage from paralysis spells. -FIRE - Creates an exception to the +All rule by permitting damage from fire spells. +FIRE - If +All is not used, this creates an immunity to damage from fire spells. -COLD - Creates an exception to the +All rule by permitting damage from cold spells. +COLD - If +All is not used, this creates an immunity to damage from cold spells. -WATER - Creates an exception to the +All rule by permitting damage from water spells. +WATER - If +All is not used, this creates an immunity to damage from water spells. -GAS - Creates an exception to the +All rule by permitting damage from gas spells. +GAS - If +All is not used, this creates an immunity to damage from gas spells.
-MIND - Creates an exception to the +All rule by permitting damage from mind spells. +MIND - If +All is not used, this creates an immunity to damage from mind spells. -JUSTICE - Creates an exception to the +All rule by permitting damage from justice spells. +JUSTICE - If +All is not used, this creates an immunity to damage from justice spells. -ACID - Creates an exception to the +All rule by permitting damage from acid spells. +ACID - If +All is not used, this creates an immunity to damage from acid spells. -ELECTRICITY - Creates an exception to the +All rule by permitting damage from electric spells. +ELECTRICITY - If +All is not used, this creates an immunity to damage from electric spells. -POISON - Creates an exception to the +All rule by permitting damage from poison spells. +POISON - If +All is not used, this creates an immunity to damage from poison spells. -UNDEAD - Creates an exception to the +All rule by permitting damage from undead spells. +UNDEAD - If +All is not used, this creates an immunity to damage from undead/evil spells. -DISEASE - Creates an exception to the +All rule by permitting damage from disease spells. +DISEASE - If +All is not used, this creates an immunity to damage from disease spells. -TRAPS - Creates an exception to the +All rule by permitting damage from traps spells. +TRAPS - If +All is not used, this creates an immunity to damage from traps spells.
Prop_WearAdjuster: Adjustments to stats when worn
Property : Prop_WearAdjuster Targets : Items (armor and weapons principally) Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag Example : str+2 dex-2 class=thief race=elf allset=aname-3 Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf Description: Whenever the item having this property is wielded or worn, the statistics of the owner will be adjusted as described in the parameters. Removing the item will remove the effects. The Layered flag may be used to prevent bonus or penalty stacking due to multiple items worn on the same location. See Prop_HaveAdjuster for more information on the valid parameters for this property.
Prop_WearEnabler: Granting skills when worn/wielded
Property : Prop_WearEnabler Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Parameters : The above parameters may include optional LAYERED flag Example : Spell_MageArmor;Spell_Shield Example : Spell_MageArmor;LAYERED;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is worn, wielded, or held, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. The layered flag means that, among layers of armor, only the top layer will grant its effect. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearOverride: Wearable Unzapper
Property : Prop_WearOverride Targets : Items Parameters : (DRESS) (CONTENTS) ([masking params]) Example : -class +mage -race +elf -evil Description: Whenever the owner of the item with this property tries to wear or wield the item, they will be be permitted only if allowed by the mask argument. Additionally, if they are permitted, then any wear restrictions that would normally prevent them from wearing the item will be suspended until the item is removed. This is so that you can make special armor for creatures that normally can't wear standard gear, such as barding for horse backs, and so forth. The DRESS argument will allow the item to be dressed or undressed from a creature without regard to normal permission rules. The CONTENTS parm allows the contents to be seen or manipulated. For valid masking parameters see AHELP ZAPPERMASK, where allowed can wear, and disallowed is not.
Prop_WearResister: Resistance due to worn
Property : Prop_WearResister Targets : Items (armor and weapons principally) Parameters : resistance names followed by percentages Parameters : Parameters may be followed by an optional mask Parameters : May include optional LAYERED flag Example : magic 50% poison -10% Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf Example : magic 50% poison -10% Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf Description: Whenever the item having this property is wielded or worn, the owner gains certain resistances and immunities described in the parameters. When removed, the resistances and immunities are also cancelled. The Layered flag may be used to prevent resistance stacking due to multiple items worn on the same location. The effects which may be included are: Resistances: gas fire electricity mind magic cold acid water evil (undead) Resistances: justice (as per many thief abilities) Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons Resistances: -- weapons get reduced % damage per round, lvl based, with limits. : : -- always modifier makes weapon resists always work, no limits. Resistances: spell chant song prayer thief_skill (ability types) Resistances: enchantment/charm kicking vexing conjuration (ability domains) Immunities : teleport (includes gate, summon) holy disease poison Misc : debuf-duration (pct is the maximum debuf ticks remain) 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_WearSpellCast: Casting spells when worn
Property : Prop_WearSpellCast Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Parameters : The above parameters may include optional LAYERED flag Example : Spell_MageArmor;Spell_Shield Example : Spell_MageArmor;LAYERED;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is being worn, wielded, or smoked, the owner will be under the effect of the listed spells. The layered flag means that, among layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent listed spells. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearZapper: Restrictions to wielding/wearing/holding
Property : Prop_WearZapper Targets : Items Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : MESSAGE="<O-NAME> falls off <S-NAME>!" -class +mage Example : -class +mage "event=accuse,trespassing" "message=" Description: Whenever the owner of the item with this property tries to wear or wield the item, they will be zapped unless it is allowed by the listed parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) The optional EVENT parameter is a comma-delimited set of strings, where the first is one of ZAP (default) or ACCUSE followed by a comma and the crime key from a laws.ini type definition. If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, See AHELP ZAPPERMASK, where allowed can wear, and disallowed is zapped.
Prop_Weather: Weather Setter
Property : Prop_Weather Targets : Areas Parameters : the weather type and/or one or more climate masks Example : RAIN Example : RAIN CLIMATE_WET Description: Makes this area always have the same weather. Valid weather values include: "CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT", "SLEET","BLIZZARD","DUST","DROUGHT","COLD" Can also change the climate settings. Valid climate mask values include: "CLIMATE_NORMAL", "CLIMATE_WET", "CLIMATE_COLD", "CLIMATE_WINDY", "CLIMATE_HOT", "CLIMATE_DRY", "CLIMATE_VOID"
Prop_WizInvis: Wizard Invisibility
Property : Prop_WizInvis Targets : MOBs Parameters : Example : Description: Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
Property: a Property
Rope is an item that is craftable by Weaving.
QuestBound: QuestBound
Property : QuestBound Targets : Mobs, Items Parameters : Class reference code of a Quest object or * Example : Don't worry about it Example : * Description: Either a temporary affect automatically added to all quest mobs and items both created and existing, or , if the parameter is *, a permanent effect to restrict an item or mob from being selected for a quest. Its purpose is to detect when a reset, shutdown, or other disaster is about to happen to the mob or item so that the quest can be stopped. This prevents unwanted properties/behaviors/changes from being saved to the database on accident.
Regeneration: Stat Regeneration
Prayer : Regeneration Domain : Restoration Available: Cleric(25), +Other Classes(25) Allows : Restoring I Alignment: pure neutral, somewhat good, somewhat evil Use Cost : Mana (75) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY REGENERATION Example : pray regeneration The caster recovers hit points, mana, and movement at FOUR times the normal rate, for the duration of the prayer.
ScriptLater: ScriptLater
Skill : ScriptLater Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Property : ScriptLater Affects : Mobs Parameters : xml containing invoker, times, and scripts Example : <scripts><script invoker= clock=>script</script>.. Example : <scripts><script invoker= time=>script</script>.. Example : <scripts><script invoker= ticks=>script</script>.. Description: Adds a new script to a player at a later time. Invocation arguments are mob, timeclock, future time in millis, or a number of ticks, and script to add. Parameters to the Script tag in the Parameters incude: INVOKER = the name of the mob who caused the later script. -- ONE OF THE BELOW -- CLOCK = Formatted Mud Date, format=yr/month/day/hr timezone name TICKS = number of ticks to wait before the script starts. TIME = timestamp (milliseconds since epoc) that script start.
Shaming: Shaming
One who is being publicly shamed, and cannot be interacted with, or even directly spoken to or about.
Sinking: Sinking
Sink is an item that is craftable by Blacksmithing.
Skill_AllBreathing: All Breathing
Skill : All Breathing Invoked : Automatic Params : Example : Desc. : Allows the mob to breath in any conditions or environments. Great for golems and other non-breathing creatures.
Skill_AwaitClanShip: Await Clan Ship
Skill : Await Clan Ship Domain : Sea travel Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : AWAITCLANSHIP Usage : AWAITCLANSHIP Example : awaitclanship While standing on a shore, this skill will cause the sailors nearest big sailing ship belonging to their clan/guild to be sailed to where they are, provided there is no one aboard who could do it for them.
Skill_CulturalAdaptation: Cultural Adaptation
Skill : Cultural Adaptation Domain : Influential Allows : Influencing I Invoked : Automatic The character is so good at adapting to other cultures that he or she automatically gains or loses 20% more faction than other characters.
Skill_Explosive: Explosive Touch
Skill : Explosive Touch Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : EXPLOTOUCH Params : Example : Desc. : A high-damage skill.
Skill_FindClanHome: Find Clan Home
Skill : Find Clan Ship Domain : Nature lore Allows : Nature Lore I Use Cost : Movement (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDSHIP Usage : FINDCLANSHIP Example : findclanship The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their clans nearest private sailing ship! When walking around, the player will become aware of which direction seems best.
Skill_FindClanShip: Find Clan Ship
Skill : Find Clan Ship Domain : Nature lore Allows : Nature Lore I Use Cost : Movement (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDSHIP Usage : FINDCLANSHIP Example : findclanship The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their clans nearest private sailing ship! When walking around, the player will become aware of which direction seems best.
Skill_Flee: Flee
Skill : Flee Domain : Evasive Allows : Evasively I Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : FLEE Usage : FLEE ([DIRECTION]) Example : flee While in combat, your character may need to quickly disengage and flee the room. A direction may be specified, but if one is not specified, a direction will be chosen for you. Fleeing from combat can cause you to lose experience points in many cases, so use this command sparingly. If all of your opponents are asleep, paralyzed, or bound, however, no loss is recorded for using this command.
Skill_HardToStarboard: Hard to Starboard
Skill : Hard to Starboard Domain : Sea travel Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (100) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : HARDTOSTARBOARD Usage : HARDTOSTARBOARD Example : hardtostarboard During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to stern. This will turn the ship clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.
Skill_Keenvision: Keenvision
Skill : Keenvision Domain : Alert Allows : Vigilantly I Invoked : Automatic This skill allows the player a chance, when in the wild, to spot hidden or trapped items or exits. It also grants a bonus when using a ranged weapon.
Skill_LongReach: Long Reach
Skill : Long Reach Domain : Racial ability Invoked : Automatic This skill grants the ability to use a melee weapon at a slightly longer range.
Skill_PlanarVeil: Planar Veil
Skill : Planar Veil Domain : Illusion Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I Allows : Extended Illusing I Use Cost : Mana (25) Movement (25) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PLANARVEIL, PVEIL Usage : PLANARVEIL Example : planarveil Example : pveil When in the wilderness on any plane except the prime material, the character maintains a state of being perfect hidden, regardless of actions taken.
Skill_Slip: Slip
Skill : Slip Domain : Dirty fighting Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SLIPPIFY Usage : SLIP [TARGET NAME] Example : slip orc This skill causes the target to slip and fall.
Skill_Stonecunning: Stonecunning
Skill : Stonecunning Domain : Alert Allows : Vigilantly I Invoked : Automatic This skill allows the player a chance, when in mountains, caves, or stone rooms, to spot hidden or trapped items or exits.
Skill_TailSwipe: Tail Swipe
Usage : TAILSWIPE [TARGET NAME] Example : tailswipe orc The character uses their tail to make a powerful swipe at the legs of his or her enemies with their tail. This will result in some damage, and possibly tripping them.
Skill_Track: Tracking
Skill : Track Criminal Domain : Legal Available: Gaoler(18) Allows : Legal Lore I Use Cost : Movement (68) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CTRACK, TRACKCRIMINAL, CRIMINALTRACK Usage : CTRACK [CRMININAL NAME] Example : ctrack bob The player attempts to find a trail leading from where he or she is at present, to the location of the indicated wanted criminal. When walking around, the player will become gather clues to which direction seems best. The number of adjacent areas is increased with expertise.
Skill_UndeadInvisibility: Undead Invisibility
Skill : Undead Invisibility Domain : Death lore Allows : Death Lore I Invoked : Automatic Example : Allows the priest or paladin to walk among the undead without being assaulted.
SlowLearner: Slow Learner
Skill : Slow Learner Invoked : Automatic The character does not learn from experience the way most do, gaining fewer experience points than most.
Soiled: Soiled
Being dirty and smelly. Bathing or just moving around in water usually fixes it.
Song: a Song
Skill : Play Instrument Domain : Artistic Available: Abjurer(1), +Other Classes(1) Requires : A base wisdom of at least 5. Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (24) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PLAY, PLAYINSTRUMENT, PLAYSONG Usage : PLAYINSTRUMENT (STOP) (LIST) Example : playinstrument This skill allows a player to attempt to play a musical instrument they are holding or prepared to use. If done well, this might amuse an audience. Proficiency with each kind of musical instrument is separate, so your proficiency usually only reflects the last kind of instrument you played. Instruments can be purchased, or made with the Instrument Making skill.
Song_EnchantInstrument: Enchant Instrument
Song : Enchant Instrument Domain : Singing Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Range : Touch - Range 2 Commands : SING, SI Usage : SING "ENCHANT INSTRUMENT" [SONGL NAME] [TARGET NAME] Example : sing "enchant instrument" "mana" guitar This song allows the bard to place any song/dance he or she knows onto an empty magical music instrument. Once placed on the instrument, the song may be invoked off it using the playinstrument skill. Enchanting is very draining on the bard however. The bard will lose some experience points for using this song. Enchanting also requires that the bard be at full mana.
Song_ReadMusic: Read Music
Song : Read Music Domain : Singing Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Range : Touch - Range 2 Commands : SING, SI Usage : SING "READ MUSIC" [TARGET NAME] Example : sing "read music" scroll This song is required in order to be able to invoke songs off of scrolls. After singing read music over a scroll, the scroll may be 'read' normally for the purposes of copying or invoking songs off of it. Seek help on the 'read' command for more information on scroll use.
Song_RechargeInstrument: Recharge Instrument
Song : Recharge Instrument Domain : Singing Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Mana (100) Quality : Circumstantial Targets : Items Range : Touch - Range 2 Commands : SING, SI Usage : SING "RECHARGE_INSTRUMENT" [TARGET NAME] Example : sing "recharge instrument" guitar This song allows the caster to recharge the magical properties of a magic wand-like musical instrument. If an instrument ceases to produce magic due to overuse, this spell can make the wand usable again.
Song_RestoreMusic: Restore Music
Song : Restore Music Domain : Singing Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Range : Touch - Range 2 Commands : SING, SI Usage : SING "RESTORE MUSIC" [TARGET NAME] Example : sing "restore music" scroll When sung over a magical song scroll, the notation on the paper gain new clarity. The scroll then may be re-used more often.
SoundEcho: Sound Echo
Property : SoundEcho Targets : Areas, Rooms Parameters : [RANGE]/(RANGE=[RANGE] ACCURACY=[ACCURACY] Example : 4 Example : range=10 accuracy=85 Description: Causes sound to echo around the area or room when it occurs. In other rooms, there is a default 50% chance that the echo will seem to come from the direction it actually came from. The range can be changed by including the range argument, and the accuracy by its argument (0-100).
Specialization_Weapon: Weapon Specialization
Skill : Weapon Specialization Domain : Weapon use Allows : Weaponsmithing Invoked : Automatic The player is a weapon master, gaining bonuses to attack when armed. Can also allow the use of higher level weapons if the focus expertise is taken.
Spell: a Spell
Spell : Enlightenment Domain : Transmutation Available: Abjurer(12), +Other Classes(12) Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I Allows : Ranged Transmuting I Use Cost : Mana (62) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "ENLIGHTENMENT" [TARGET NAME] Example : cast "enlightenment" bob This spell grants the target increased intelligence.
Spell_AstralStep: Astral Step
Spell : Astral Step Domain : Conjuration Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I Allows : Ranged Conjuring I Use Cost : Mana (all) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "ASTRAL STEP" [DIRECTION] (...) Example : cast "astral step" east This spell allows the caster to pass through doors by going through the astral plane of existence. The more expertise the caster has, the more doors he or she can pass through in a single casting.
Spell_BaseClanEq: Enchant Clan Equipment Base Model
Spell_DarkSensitivity: Dark Sensitivity
Spell_lightsensitivity is an item that is craftable by Alchemy.
Spell_Exhaustion: Exhaustion
Spell : Exhaustion Domain : Alteration Allows : Ranged Altering I, Reduced Altering I, Extended Altering I Allows : Power Altering I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Range 1 - Range 5 Commands : CAST, CA, C Usage : CAST EXHAUSTION [TARGET NAME] Example : cast exhaustion bob This spell causes the target to suffer immediate fatigue.
Spell_LightBlindness: Light Blindness
Spell : Light Blindness Domain : Transmutation Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I Allows : Ranged Transmuting I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST LIGHT BLINDNESS [TARGET NAME] Example : cast "light blindness" orc If successful, this spell makes the target hyper sensitive to light. In dark areas, the target is able to see clearly, but is blinded in well lit areas.
Spell_MagicBullets: Magic Bullets
Spell : Magic Bullets Domain : Enchantment/charm Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I Allows : Reduced Enchanting I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "MAGIC BULLETS" [TARGET BULLETS] Example : cast "magic bullets" bullets Enchants the targeted bullets to become magically more deadly, doing extra bashing damage when they strike their target.
Spell_MysticTask: Mystic Task
Spell_Untraceable: Untraceable
Spell : Untraceable Domain : Abjuration Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I Allows : Power Abjuring I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "UNTRACEABLE" Example : cast "untraceable" This spell causes the caster to be undetectable to trackers, hunters, assassination trackers, gate, and divination spells that attempt to find the casters location.
Spell_WellDressed: Well Dressed
An affect common to wearing exquisite clothing, that results in extra Charisma.
SpellCraftingSkill: Spell Crafting Skill
Raft is an item that is craftable by Boatwrighting.
StdAbility: an ability
StdBomb: a bomb
StdLanguage: Languages
Command : LANGUAGES Usage : LANGUAGES Example : LANGUAGES Short(s): LANGS Lists any languages that you know, along with your proficiency in them. To use a language type SPEAK [LANGUAGE NAME].
StdPlanarAbility: Planar Shifting Ability
Ability : PlanarAbility Parameters : [CASE SENSITIVE PLANE NAME]/ANY Example : Olympus Description: This affect governs Planes of Existence and their attributes. It is automatically given to areas created by various planar traveling spells. When applied to mundane areas, players will not be able to travel to the same plane from there, and only small number of limited attributes of the planes will be applied, such as SPECFLAGS, BONUSDAMAGESTAT, RECOVERRATE, WEAPONMAXRANGE, and REQWEAPONS. The Plane Name is case sensitive and must match an entry in planesofexistence.txt
StdSkill: StdSkill
StdTrap: standard trap
Designer strapless dress is an item that is craftable by Master Tailoring.
SuperPower: a Super Power
Command : LIST Usage : LIST POWERS (DOMAIN) Example : list powers Shows all the superpower java class names (ability ids) available to your archons.
TechSkill: a Tech Skill
Command : LIST Usage : LIST TECHSKILLS Example : list techskills Shows the list of tech skill java classes (ability ids) available to archons.
TemporaryAffects: Temporary Affects
Property : Temporary Affects Targets : Mobs, Items, Exits, Rooms Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS]) Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS]) Parameters : +AMBIANCE [NUM TICKS] ([AMBIANCE TEXT]) Parameters : +BINDTO ([NAME]) Parameters : -[ABILITYID/BEHAVIORID] Example : +Mood 10 HAPPY Example : +Clericness 20 Healer Example : +Prop_Hidden 10 Description: Allows the builder to temporarily affect a mob, item, exit, or room with a property or behavior that would normally be permanent if applied in a normal way. The first parameter is the ability id or the behavior id, the second is the number of ticks that it will last, while the last parameter is optional parameters for THAT ability or behavior. The parameters may be prefixed with a plus(+) sign to allow it to stack with other temporary affects. A minus(-) sign followed by an ability or behavior id will prematurely remove the temporary affect. The ability id may be AMBIANCE to add an ambiance string. The ability id may also be BINDTO in order to bind the effects to the continued presence of a given named mob or object in the same room. If the parms (following any optional +) is prefixed with a #, then parms will be allowed on behaviors on non-mobs here.
TemporaryImmunity: Temporary Immunity
Property : TemporaryImmunity Targets : Mobs Parameters : Ability ID/Start time in millis;etc.. Example : Disease_Cold/12312312323;Spell_Fireball/123123132 Description: This is used by diseases primarily to provide a mob or player with temporary (30 mud hour) immunity to a set of diseases, but you can also include other ability ids or behavior ids on the list as well.
Thief_DisassembleTrap: Disassemble Traps
Skill : Disassemble Traps Domain : Find/remove traps Allows : Trap Disabling I Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : DISTRAP, DISASSEMBLETRAPS Usage : DISTRAP [ITEM, DIRECTION] Example : distrap east Example : distrap chest If an item is trapped, the thief can attempt to disable and safely disassemble the trap, recovering the components used to create it.
Thief_HereticalFaith: Heretical Faith
Skill : Heretical Faith Domain : Deceptive Allows : Deceptive I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HERETICALFAITH, HFAITH Usage : HERETICALFAITH [DEITY NAME] Example : hfaith Grimace Example : hfaith stop Short(s) : hfaith none The thief is able to internally convince himself that he's had a conversion experience to a deity of his choosing.
Thief_ImprovedCaltrops: Improved Caltrops
Skill : Improved Caltrops Domain : Trapping Allows : Trapping I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : IMPROVEDCALTROPS Usage : IMPROVED CALTROPS Example : improvedcaltrops The thief drops numerous small light sharp metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will have to avoid them or have them pierce deeply into their flesh, doing horrible damage. This trap is permanent on owned property, but won't affect those who live there.
Thief_Poison: Deprecated Poison
Skill : Deprecated Poison Domain : Poisoning Allows : Poisoning I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DOPOISON Usage : DOPOISON [TARGET NAME] Example : dopoison orc The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death.
Thief_Search: Search
Skill : Search Domain : Alert Allows : Vigilantly I Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SEARCH Usage : SEARCH Example : search This skill allows a thief to spend some time looking around a room. For this duration of the search, any hidden items will become apparent to the one searching. Once the search is completed, hidden items or mobs still in the room may no longer be seen.
Thief_SlickCaltrops: Slick Caltrops
Skill : Slick Caltrops Domain : Trapping Allows : Trapping I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : SLICKCALTROPS Usage : SLICK CALTROPS Example : slickcaltrops The thief drops numerous small slick metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will have to avoid them or risk slipping and hitting the ground, possibly also taking heavy damage from the caltrops. This trap is permanent on owned property, but won't affect those who live there.
Thief_UnderwaterSounds: Underwater Sounds
Allows the player to use the Listen skill under water.
ThiefSkill: a Thief Skill
Command : LIST Usage : LIST THIEFSKILLS (DOMAIN) Example : list thiefskills Shows the list of thief skill java classes (ability ids) available to archons.
ThinAbility: a Thin Ability
Trap_AcidPit: acid pit
Trap : Acid Pit Targets : Rooms Parameters : Description: A pit full of acid, triggered when someone enters. Requires some lemons or limes.
Trap_AcidSpray: acid spray
Trap : Acid Spray Targets : Containers, Doors Parameters : Description: Causes a blast of acid damage. Requires some limes.
Trap_AcidThruPit: small acid pit
Trap : Small Acid Pit Targets : Rooms Parameters : Description: A pit full of acid, triggered when someone moves through.
Trap_Avalanche: avalanche
Trap : Avalanche Targets : Mountain rooms Parameters : Description: Causes a horrible avalanche of rock to fall on everyone.
Trap_BearTrap: bear trap
Trap : Bear Trap Targets : Rooms Parameters : Description: Delivers piercing damage, and makes the victim unable to leave.
Trap_Boomerang: boomerang
Trap : Boomerang Targets : Items Parameters : Description: A trap which causes the item to magically return to the inventory of the trapper. This trap is only triggered when someone other than the trapper attempts to pick up the item.
Trap_Boulders: boulders
Trap : Boulders Targets : Rocky rooms (mountains, hills, etc) Parameters : Description: A trap which causes rocks to assault the victim. Use stone to build this trap and make sure you are in the proper type of room.
Trap_CaveIn: cave-in
Trap : Cave-In Targets : Cave Rooms Parameters : ('[invoker]') ("[msg]" ...) (: [level]) Description: A trap which causes rocks to fall in front of the exits, blocking all entry and exit from the room. [msg] is replacement messaging for this skill.
Trap_CrushingRoom: crushing room
Trap : Crushing Room Targets : Indoor Rooms Parameters : Description: A trap which causes exits to be blocked while the walls close in, crushing all those unfortunate enough to be inside when it goes off.
Trap_Darkfall: darkfall
Trap : Darkfall Targets : Rooms Parameters : Description: A trap which causes darkness to fall on the area.
Trap_DeepPit: deep pit
Trap : Deep Pit Targets : Rooms Parameters : Description: A trap which causes the victim to fall into a deep pit, taking extra damage. Triggered on entry.
Trap_DeepThruPit: small deep pit
Trap : Small Deep Pit Targets : Rooms Parameters : Description: A trap which causes the victim to fall into a deep pit, taking extra damage. Triggered when someone moves through the room.
Trap_ElectricShock: electric shock
Trap : Electric Shock Targets : Doors and Containers Parameters : Description: A trap which causes the victim to take shocking damage.
Trap_Enter: Entry Trap
Trap : Trap_Enter Targets : Rooms, Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when entering one of the above.
Trap_EnterBlade: Entry Blade Trap
Trap : Trap_EnterBlade Targets : Rooms Parameters : Example : Description: A blade trap triggered when entering one of the above.
Trap_EnterGas: Entry Gas Trap
Trap : Trap_EnterGas Targets : Rooms, Exits Parameters : Example : Description: A gas trap triggered when entering one of the above.
Trap_EnterNeedle: Entry Needle Trap
Trap : Trap_EnterNeedle Targets : Rooms, Exits Parameters : Example : Description: A needle trap triggered when entering one of the above.
Trap_EnterPit: Entry Pit Trap
Trap : Trap_EnterPit Targets : Exits Parameters : Example : Description: A pit trap triggered when entering one of the above.
Trap_EnterSpell: Entry Spell Trap
Trap : Trap_EnterSpell Targets : Rooms, Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when entering one of the above.
Trap_ExitPit: Entry Pit Trap
Trap : Trap_ExitPit Targets : Rooms Parameters : Example : Description: A pit trap triggered when leaving the room.
Trap_ExitRoom: Exit Trap
Trap : Trap_ExiRoom Targets : Rooms Parameters : Example : Description: A trap triggered when entering or leaving the room.
Trap_FloodRoom: flood room
Trap : Flood Room Targets : Indoor Rooms Parameters : Description: A trap which causes the exits to be blocked while the room fills with water.
Trap_Get: Get Trap
Trap : Trap_Get Targets : Items Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when getting an item.
Trap_GetBlade: Get Blade Trap
Trap : Trap_GetBlade Targets : Items Parameters : Example : Description: A blade trap triggered when getting an item.
Trap_GetGas: Get Gas Trap
Trap : Trap_GetGas Targets : Items Parameters : Example : Description: A gas trap triggered when getting an item.
Trap_GetNeedle: Get Needle Trap
Trap : Trap_GetNeedle Targets : Items Parameters : Example : Description: A needle trap triggered when getting an item.
Trap_GetSpell: Get Spell Trap
Trap : Trap_GetSpell Targets : Items Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when getting one of the above.
Trap_Gluey: gluey
Trap : Gluey Targets : Items Parameters : Description: Covers an item in glue, making it not droppable or removable except by anti-curse magic.
Trap_Greasy: greasy
Trap : Greasy Targets : Items Parameters : Description: Covers an item in grease, making the person picking it up drop it immediately.
Trap_Ignition: ignition trap
Trap : Ignition Targets : Burnable Items Parameters : Description: A trap which makes the item ignite when picked up.
Trap_Infected: infected
Trap : Infected Targets : Items Parameters : Description: A trap which gives the victim a disease when the item is picked up.
Trap_Launcher: launcher trap
Trap : Launcher Targets : Containers and Doors Parameters : Description: A trap which makes a ranged weapon fire when the item or door is opened.
Trap_MonsterCage: monster cage
Trap : Monster Cage Targets : Rooms Parameters : Description: This trap requires a caged monster. When triggered, the victim is attacked by the monster or monsters in the cage.
Trap_Needle: poisoned needle
Trap : Poisoned Needle Targets : Containers and Doors Parameters : Name of the poison Description: Causes a poisoned needle to strike the victim.
Trap_NeedlePrick: poisoned pricker
Trap : Poisoned Pricker Targets : Items Parameters : Name of the poison Description: Causes a poisoned needle to prick the victim getting the item.
Trap_Noise: noisy trap
Trap : Noisy Trap Targets : Containers and Doors Parameters : Description: Causes a loud noise to be heard througout the whole area when triggered.
Trap_Open: Open Trap
Trap : Trap_Open Targets : Items (Containers), Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when opening one of the above.
Trap_OpenBlade: Open Blade Trap
Trap : Trap_OpenBlade Targets : Items (Containers), Exits Parameters : Example : Description: A blade trap triggered when opening one of the above.
Trap_OpenGas: Open Gas Trap
Trap : Trap_OpenGas Targets : Items (Containers), Exits Parameters : Example : Description: A gas trap triggered when opening one of the above.
Trap_OpenNeedle: Open Needle Trap
Trap : Trap_OpenNeedle Targets : Items (Containers), Exits Parameters : Example : Description: A needle trap triggered when opening one of the above.
Trap_OpenSpell: Open Spell Trap
Trap : Trap_OpenSpell Targets : Items (Containers), Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when opening one of the above.
Trap_PoisonGas: poison gas
Trap : Poison Gas Targets : Containers and Doors Parameters : Name of the poison Description: Causes everyone to be struck with a poisonous gas.
Trap_Popper: popping noise
Trap : Popping Noise Targets : Items Parameters : Description: Causes a loud popping noise to be heard througout the area when the item is picked up.
Trap_RatPit: rat pit
Trap : Rat Pit Trap Targets : Rooms Parameters : Description: Creates a pit full of hungry rats from a cage of rats. Triggered on entry.
Trap_RatThruPit: small rat pit
Trap : Small Rat Pit Trap Targets : Rooms Parameters : Description: Creates a pit full of hungry rats from a cage of rats. Triggered when moving through.
Trap_RoomPit: pit trap
Trap : Pit Trap Targets : Rooms Parameters : Description: Causes the victim to fall into a pit, taking damage. Triggered on entry.
Trap_RoomThruPit: small pit trap
Trap : Small Pit Trap Targets : Rooms Parameters : Description: Causes the victim to fall into a pit, taking damage. Triggered when moving through.
Trap_SleepGas: sleep gas
Trap : Sleep Gas Targets : Rooms and Containers Parameters : Description: Causes all victims to go to sleep.
Trap_SnakePit: snake pit
Trap : Snake Pit Targets : Rooms Parameters : Description: Creates a pit full of angry snakes from a cage of them. Triggered on entry.
Trap_SnakeThruPit: small snake pit
Trap : Small Snake Pit Targets : Rooms Parameters : Description: Creates a pit full of angry snakes from a cage of them. Triggered when moving through.
Trap_Snare: snare trap
Trap : Snare Trap Targets : Rooms Parameters : Description: Causes the victim to be caught in a snaring net.
Trap_Spark: sparking trap
Trap : Sparking Trap Targets : Items Parameters : Description: Causes the victim to take fire damage when getting the item.
Trap_SpellBlast: spell blast
Trap : Spell Blast Targets : Doors and Containers Parameters : The name of the spell Description: Causes the victim to be struck with a spell.
Trap_SpikePit: spike pit
Trap : Spike Pit Targets : Rooms Parameters : Description: Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on entry.
Trap_SpikeThruPit: small spike pit
Trap : Small Spike Pit Targets : Rooms Parameters : Description: Causes the victim to fall into a pit of spikes, taking bad damage. Triggered when moving through.
Trap_SporeTrap: spore trap
Trap : Spore Trap Targets : Doors and Containers Parameters : The name of the disease Description: Causes the victim to be infected with a disease.
Trap_Trap: a Trap!
Trap : Trap_Trap Targets : Items, Exits, Rooms Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when doing something to one of the above. This is a base class for other traps. Do not use!
Trap_Tripline: tripline
Trap : Tripline Targets : Rooms Parameters : Description: Causes the victim to trip and fall down.
Trap_Unlock: Unlock Trap
Trap : Trap_Unlock Targets : Items (Containers), Exits Parameters : Set ability to trap type (0-3) Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell Description: A trap triggered when unlocking one of the above.
Trap_UnlockBlade: Unlock Blade Trap
Trap : Trap_UnlockBlade Targets : Items (Containers), Exits Parameters : Example : Description: A blade trap triggered when unlocking one of the above.
Trap_UnlockGas: Unlock Gas Trap
Trap : Trap_UnlockGas Targets : Items (Containers), Exits Parameters : Example : Description: A gas trap triggered when unlocking one of the above.
Trap_UnlockNeedle: Unlock Needle Trap
Trap : Trap_UnlockNeedle Targets : Items (Containers), Exits Parameters : Example : Description: A needle trap triggered when unlocking one of the above.
Trap_UnlockSpell: Unlock Spell Trap
Trap : Trap_UnlockSpell Targets : Items (Containers), Exits Parameters : Name of the spell; parameters Example : Spell_Fireball Example : Spell_FakeWeapon; sword Description: A spell casting pit trap triggered when unlocking one of the above.
Trap_Vanishing: vanishing trap
Trap : Vanishing Trap Targets : Items Parameters : Description: Causes the item to become invisible when picked up.
Trap_WeaponSwing: weapon swing
Trap : Weapon Swing Targets : Doors and Containers Parameters : Description: Causes a weapon to strike the victim.
TriggeredAffects: Triggered Affects
Property : TriggeredAffects Targets : Mobs, Exits, Rooms, Items Parameters : [PARM LIST - see below] Example : Disease_Cold/12312312323;Spell_Fireball/123123132 Description: This allows other properties or effects to be automatically add or removed, for a limited time, based on a triggering event performed by someone in the same room. One parameter list is required for each Property or effect. Multiple property lists must be grouped in (parenthesis). Each parameter list has some required and some optional keywords. These are listed in key="value" format. The required keywords for each parameter list are: ID=[ABILITY ID]/[BEHAVIOR ID]/AMBIANCE TICKS=[NUMBER OF TICKS] - how long the effect will remain or be gone after triggering. ONTRIGGER=ADD/REMOVE - whether to add the effect on trigger, or remove it. TRIGGER=[RITUAL] - the ritual that triggers the change, see AHELP RITUAL. Optional Keywords: PARMS=[PARMS] - Parameters for the property or behavior, or the ambiance. MESSAGE=[MSG] - The message to echo to the room when a trigger occurs. IMEANIT=TRUE/FALSE - PARMS apply to Behaviors even when applied to a non-agent.
INVOKE=TRUE/FALSE - the ability is invoked instead of merely made an effect. ---
Truce: Truce
Ability : Truce Parameters : Empty, or Name of other party Example : DECLARETRUCE bob Description: This affect, when applied, prevents combat between the affected mob and one other for a period. The period is very brief with automatically applied (from wands, etc), and longer otherwise. When applied as a permanent property with a Name parameter, the truce will exist with mobs of that name forever. When applied as a permanent property with No parameter, the truce will begin the moment the affected mob kills any mob, and persist for 30 seconds.
Undead_ColdTouch: Cold Touch
Ability : Undead_ColdTouch Parameters : Example : Description: An attack which, if successful, gives the target a strength and constitution of 3.
Undead_EnergyDrain: Energy Drain
Ability : Undead_EnergyDrain Parameters : Example : Description: An attack which, if successful, drains the target of temporary levels.
Undead_LifeDrain: Drain Life
Ability : Undead_LifeDrain Parameters : Example : Description: An attack that is almost identical to the mage Drain spell, without the magical nature. It causes the target to lose mana.
Undead_WeakEnergyDrain: Weak Energy Drain
Ability : Undead_WeakEnergyDrain Parameters : Example : Description: An attack which, if successful, drains the target of temporary levels for a short time.
UniPoison: Uni-Poison
Skill : Uni-Poison Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : UPOISON This poison is not yet documented.
WanderHomeLater: WanderHomeLater
Wand is an item that is craftable by Blacksmithing.
WeakParalysis: Weak Paralysis
Ability : WeakParalysis Parameters : Example : Description: An attack which, if successful, paralyzes the victim for a few short ticks.
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