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 Description: This ability governs addictions to food, drink, or smoking. The parameter is the substring to match in the name of the item. The player with an addiction will be annoyed unless he gets his "fix" every rl hour. Players can only become addiction through the engine by smoking, or by a drink infected with inebriation, alcohol, or liquor. The player can either "ride out" the addiction for 24 hours, suffering increasingly annoying messages as he goes, or he can keep making his fix. Addictions are not diseases, and can not be cured with magic or restoration.
Adorable: Adorable
Skill : Adorable Domain : Racial ability Invoked : Automatic The character is just so adorable that higher level players and creatures simply won't attack them, and they get a natural charisma boost.
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.
AnimalSpeak: Animal Speak
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.
ApeSpeak: Ape Speak
Aquan: Aquan
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
The Archon Staff, also known as the Archon`s Staff of Power, or 'a wooden staff', is an Archon tool for player aid and abuse. To use the staff, first wield it, then use 'sayto [target] magic words...' . Use AHELP WANDARCHON to see the list of magic words supported by the staff.
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.
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
BatSpeak: Bat Speak
BearSpeak: Bear Speak
BigCatSpeak: BigCat Speak
BirdSpeak: Bird Speak
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.
Blessing: Blessing
Skill : Blessing Domain : Racial ability Use Cost : Mana (50) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BLESSING Usage : BLESSING [TARGET NAME] Example : blessing orc The character bestows a mundane blessing upon the target. This has the effect of making the target feel better and more confident, giving a small armor bonus and a good aura. It also has the bizarre effect of removing Curses, which turned to be nothing more than illusions in the target's head to begin with.
Bomb_AcidBurst: acid burst bomb
Trap : Acid Burst Targets : Lemons Parameters : Description: Delivers a blast of acid damage.
Bomb_Explosive: explosive bomb
Trap : Explosive Bomb Targets : Coal Parameters : Description: Delivers a blast of fire damage.
Bomb_FlameBurst: flame burst bomb
Trap : Flame Burst Bomb Targets : Lamp Oil Parameters : Description: Delivers a blast of fire damage.
Bomb_Noxious: stink bomb
Trap : Stink Bomb Targets : An Egg Parameters : Description: Creates a Stinking Cloud
Bomb_Pepper: pepper bomb
Trap : Pepper Bomb Targets : Some Peppers Parameters : Description: Causes irritation, lowering attack and defence.
Bomb_Poison: poison gas bomb
Trap : Poison Gas Bomb Targets : Poison Parameters : The name of the poison Description: Inflicts everyone with a horrible poison.
Bomb_Smoke: smoke bomb
Trap : Smoke Bomb Targets : Something Wooden Parameters : Description: Causes blindness.
Bomb_Spores: spore bomb
Trap : Spore Bomb Targets : Diseased Meat Parameters : The name of the disease Description: Causes disease.
Bomb_Water: water bomb
Trap : Water Bomb Targets : Water container Parameters : Description: Extinguishes all flaming things.
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: Numerous Classes Allows : Extended Altering I, Power Altering I, Reduced Altering I Allows : Ignalist I, Ranged Altering I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "BURNING HANDS" [TARGET NAME] Example : cast "burning hands" orc A fan of flames ignite before the casters hands, aimed at the target. This has the effect of hurting the target in many cases.
CatSpeak: Cat Speak
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_DruidicConnection: Druidic Connection
Chant : Druidic Connection Domain : Enduring Allows : Enduring I Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "DRUIDIC CONNECTION" Example : chant "druidic connection" If the druid is in a rural area, and has summoned his or her plants into at least 50% of the rooms in an area, then the druid will automatically create a connection with the area. After this connection is made, the druid must remain in the area to maintain the connection. Leaving will cause the connection to be broken, and most of his or her plants to wither away. Maintaining the connection with the area will allow the druid to gain a burst of experience every mud-day that the druid remains in the area. Animals and animated plants in the area will also have higher attack and damage bonuses. See also myplants, summon plants, summon fungus, summon tree, summon coral, etc.
Chant_EnchantShards: Enchant Shards
Chant : Enchant Shards Domain : Deep magic Allows : Deep Lore I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "ENCHANT SHARDS" [CHANT NAME] [TARGET NAME] Example : chant "enchant shards" "" relic This chant allows the druid to place any chant he or she knows onto an empty shard. Once placed on the shard, the chant may be invoked off it using the command word. Enchanting is very draining on the cleric however. The cleric will lose some experience points for using this chant. Enchanting also requires that the cleric be at full mana.
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_RechargeShards: Recharge Shards
Chant : Recharge Shards Domain : Deep magic Allows : Deep Lore I Use Cost : Mana (100) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "RECHARGE SHARDS" [TARGET NAME] Example : chant "recharge shard" statue This chant allows the caster to recharge the magical properties of a magical shard. If a shard ceases to function due to overuse, this chant can make the shard usable again.
Chant_RefreshRunes: Refresh Runes
Chant : Refresh Runes Domain : Preserving Allows : Preserving I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHANT, CH Usage : CHANT "REFRESH RUNES" [TARGET NAME] Example : chant "refresh runes" scroll When invoked on a runic scroll, the symbols on the paper gain new clarity. The scroll then may be re-used more often.
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.
ChickenSpeak: Chicken Speak
ChimpSpeak: Chimp Speak
CombatFrenzy: Combat Frenzy
Skill : Combat Frenzy Domain : Racial ability Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : COMBATFRENZY Usage : COMBATFRENZY Example : combatfrenzy This ability allows one to enter a state of blind combative frenzy. Thus worked up to, the player gains temporary hit points, hits more often and does more damage in combat, but also becomes easier to hit.
CombatSleep: Combat Sleep
Ability : COMBATSLEEP Parameters : Example : Example : Description: This skill causes the target to go to sleep, if during combat. It will end combat if successful.
CommonSkill: Common Skill
Common Skills are the gathering skills, such as Foraging and Mining, and the Crafting skills, such as Carpentry and Blacksmithing.
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
CowSpeak: Cow Speak
CraftingSkill: Crafting Skill
Skill : Clan Crafting Domain : Crafting Available: Several Classes Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I Allows : Wise Crafting I Use Cost : Movement (19) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CLANCRAFT Usage : CLANCRAFT (LIST) [ITEM TYPE] Available: Enchanter Clan Members Example : clancraft flag : : clancraft list : : clancraft list flag : : clancraft list 5-10 : : clancraft list all This skill allows a player to craft clan items. The clan items from this skill require that the clan have a certain amount of experience in order to make the item. For this reason, only clan members who have the rank of Enchanter (or the equivalent privileges), may use this skill even if they have the skill. The majority of items crafted using this skill serve the CONQUEST system, and only work on mobs in conquered areas. See the help on CONQUEST for more information on how to use the items. The extent of the items which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the materials he or she wishes to make the item from on the ground. Using better materials will increase both the strength and the required level of the crafted item, and some material types require smaller amounts to make the same items.
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.
DeerSpeak: Deer Speak
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: The base disease class. Should not normally be used for anything. Is not catchable.
Disease_Aids: Aids
Disease : AIDS Parameters : Example : Description: Aids lowers ones defences against all other diseases, and 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_HeatExhaustion: Heat Exhaustion
Disease : Heat Exhaustion Parameters : Example : Description: Someone suffering from heat exhaustion suffers hallucinations of other places until the disease runs its course or is cured.
Disease_Infection: Infection
Disease : Infection Parameters : Example : Description: This condition lowers ones rate of healing, even by magical means. It is the rare result of being badly hit in combat. It is not contagious.
Disease_Leeches: Leeches
Disease : Leeches Parameters : Example : Description: Leeches prevent normal healing, but for the duration of the disease, will remove any poisons in the system of the one infected.
Disease_Lepresy: Leprosy
Disease : Leprosy Parameters : Example : Description: This disease fools one into thinking the damage their are taking is not severe. It is occasionally found in Kobold meat. It is spread by consumption only.
Disease_Lockjaw: Lockjaw
Disease : Lockjaw Parameters : Example : Description: This disease prevents eating, drinking, and speaking. It is the rare consequence of being hit in combat with a metal weapon in poor condition.
Disease_Lycanthropy: Lycanthropy
Disease : Lycanthropy Parameters : Example : Description: Those with this disease will become werewolves during full moons. It is spread by being scratched by the infected.
Disease_Lyme: Lyme Disease
Disease : Lyme Disease Parameters : Example : Description: This disease causes headaches which make one forget their skills or spells. It is spread by being scratched by the infected, or by consumption.
Disease_Magepox: Magepox
Disease : MagePox Parameters : Example : Description: This disease causes mana to be lost along with movement and hit points. It is the rare consequence of being under the affect of many malicious arcane spells. It is spread by proximity to the infected.
Disease_Malaria: Malaria
Disease : Malaria Parameters : Example : Description: This horrid disease lowers strength, constitution, movement, mana, and hit points, as well as doing periodic damage. It is the rare consequence of roaming around swamps and jungles. It is spread by proximity to the infected.
Disease_Migraines: Migraine Headaches
Disease : Migraines Parameters : Example : Description: Migraines make one forget their spells and skills. It is the occasional result of drinking alcoholic beverages. It is not contagious.
Disease_MummyRot: Mummy Rot
Disease : Mummy Rot Parameters : Example : Description: This horrid disease depletes constitution until death. It is only caught from combat with mummys. 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 are on the following plane: PRIME MATERIAL. Allows : Planar Extending I, Planar Empowering I, Planar Finessing I Alignment: pure evil, evil Use Cost : Mana (50) 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 : Example : Description: This disease causes light sensitivity, raises charisma, and eliminates the ability to swim. It is caught from the bodies of destroyed vampires. It is spread through consumption only.
Disease_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.
DogSpeak: Dog Speak
Dragonbreath: Dragonbreath
Ability : Dragonbreath Parameters : acid/fire/cold/lightning/gas/dust/ Parameters : pebbles/ooze/undead/slime (lesser) Example : acid Example : ooze lesser Usage : DRAGONBREATH Description: Gives the creature the ability to use his or her breath weapon.
DrugCutting: Drug Cutting
Druid_ShapeShift10: Tenth Totem
Skill : Second Totem Domain : Shape shifting Available: Beastmaster Mer Allows : Shapeshifting I Use Cost : Mana (50) 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 Mer Allows : Shapeshifting I Use Cost : Mana (50) 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 Mer Allows : Shapeshifting I Use Cost : Mana (50) 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 Mer Allows : Shapeshifting I Use Cost : Mana (50) 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 Mer Allows : Shapeshifting I Use Cost : Mana (50) 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 Mer Allows : Shapeshifting I Use Cost : Mana (50) 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.
DuckSpeak: Duck Speak
Dueler: Dueler
Ability : Dueler Parameters : Example : Description: This ability governs two dueling players.
Dusty: Dusty
ElephantSpeak: Elephant Speak
Encrypto: Encrypto
A secret encryption language derived from common.
EnhancedCraftingSkill: Enhanced Crafting Skill
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 : Combat Fluidity I, Iron Kicking 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_FastSlinging: Fast Slinging
Skill : Fast Slinging Domain : Martial lore Allows : Combat Fluidity I, Martial Lore 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_SnapKick: Snap Kick
Skill : Snap Kick Domain : Kicking Allows : Combat Fluidity I, Iron Kicking 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.
Fighter_ViciousBlow: Vicious Blow
Skill : Vicious Blow Domain : Anatomy Allows : Anatomy I Invoked : Automatic The warrior is capable of more crippling blows due to growing up in a culture that encourages sadistic experimentation. Critical hits scored by this character do considerably more damage than normal.
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
FoodBegging: Food Begging
Skill : Food Begging Domain : Racial ability Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BEG4FOOD, BEGFORFOOD, FOODBEGGING Usage : BEG4FOOD [TARGET] Example : beg4food joe This skill allows the character to begin making cute faces at the target, compelling them to give up any food they might have.
FowlSpeak: Fowl Speak
FrogSpeak: Frog Speak
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
GenAbility: an ability
Spell : an ability Domain : Abjuration Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I Allows : Reduced 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 : Advanced Crafting I, Quick Crafting I, Quick Worker I Use Cost : Movement (19) Quality : Circumstantial Targets : Items Creatures 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 (19) Quality : Circumstantial Targets : Items Creatures 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.
GoatSpeak: Goat Speak
GooseSpeak: Goose Speak
Gore: Gore
Skill : Gore Domain : Racial ability Invoked : Automatic This ability makes the character especially deadly with natural piercing weapons, dealing considerably more damage.
GravityFloat: GravityFloat
Grazing: Grazing
Skill : Grazing Domain : Racial ability Use Cost : Movement (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : GRAZE Usage : GRAZE Example : graze The player is able to feast off the land of the open plains to satiate his or her hunger. And when continuing to graze even after, can fill additional stomachs, allowing him or her to "chew their cud" to satiate hunger without eating in the future.
GreatBirdSpeak: GreatBird Speak
Hamstring: Hamstring
Skill : Hamstring Domain : Racial ability Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : HAMSTRING Usage : HAMSTRING [TARGET NAME] Example : hamstring orc This brutal skill allows the player to lash out at the enemy?s leg, attempting to severe crucial tendons. If successful, the target will lose maximum movement, dexterity, and be unable to flee or run for the duration of the effect. Fortunately for the target, this effect is cured by healing and bandaging.
HealOverTime: Heal Over Time
Prayer : Heal Over Time Domain : Healing Allows : Healing I Use Cost : Mana (50) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C This ability is not yet helpful.
HorseSpeak: Horse Speak
Immunities: Immunities
Ability : Immunities Parameters : [LIST OF IMMUNITIES] Example : FIRE GAS JUSTICE Description: Creates immunities to certain attacks in a mob. Immunities include: ALL ACID, WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE, POISON, UNDEAD, LEGAL. List is space delimited. See also Prop_WeaponImmunity.
Inebriation: Inebriation
Ability : Inebriation Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine.
Injury: Injury
If you are hit in combat, you may receive damage to one or more limbs or body parts. Once combat is over, your damaged parts will begin to heal at the same rate as your hit points are re-gained. However, should a limb or body part become damaged 100% during combat, you will lose the use of that limb or body part, so be careful!
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
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
loki_lizardmorph: Lizardmorph
Spell : Lizardmorph Domain : Transmutation Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I Allows : Reduced Transmuting 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.
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
Milkable: Milkable
Skill : Milkable Domain : Racial ability Invoked : Automatic Usage : MILK (ok/no) Usage : MILK [TARGET] (INTO) [CONTAINER] Example : milk ok Example : milk cow bucket The creature is capable of being milked for some amount per day. The creature can use the MILK command to enable or disable their cooperation with being milked by entering MILK OK, or MILK NO. Another character can then milk the cooperative creature by giving a target milkable creature, and a container for the milk to go into. Please note that the arguments for this command are opposite to the FILL command, depite being similar in purpose.
MonkeySpeak: Monkey Speak
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!
MooseSpeak: Moose Speak
OwlSpeak: OwlSpeak
PaintingSkill: Painting Skill
Skill : Painting Domain : Artistic Available: Artisan Numerous Classes Requires : A base charisma of at least 12. Allows : Artsy I, Quick Working I, Warrants, Quick Worker I Allows : Decorating, Master Floristry Use Cost : Movement (30) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PAINT, PAINTING Usage : PAINT WALL/[ITEM NAME] Example : paint wall : : paint a sheet of canvas This skill allows a player to make artistic paintings on either canvas or silkscreen, such as those made with the Papermaking skill. The player is also able to create and destroy "wall" paintings in a privately owned room. "Wall" paintings are unlisted, ungettable items in a room which can nevertheless be LOOKed at.
PaladinSkill: Paladin Skill
Char Class: Paladin (Fighter) Max-Stats : Strength (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Strength 9+ Races : Githyanki and Human Prime Stat: Strength Attack Pts: +(Str/18) per level Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl] Movement : 100 +[7X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : May wear any armor. Bonuses : Receives bonus conquest and duel experience. Limits : Must remain good to avoid spell/skill failure chance. Desc. : Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good and lawful alignment. How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter. The only weakness of the Paladin is his reliance on purity. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance.
Paralysis: Paralysis
Prayer : Remove Paralysis Domain : Restoration Available: Healer Oracle Allows : Restoring I Alignment: pure goodness, good Use Cost : Mana (50) 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
PigSpeak: Pig Speak
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: Numerous Classes Requires : A base wisdom of at least 5. Allows : Artsy I, Quick Working I, Quick Worker I Use Cost : Movement (19) Quality : Circumstantial Targets : Items Creatures 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_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: Poison_Hyper
Ability : Caffeine Parameters : Example : Description: Gives the person a 1/4 attack, increases dexterity, and prevents sleeping/sitting.
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_Heartstopper: Heartstopper
Ability : Heart Stopper Parameters : Example : Description: Lowers con and strength a little, and does heavy damage for a few rounds (100hp total).
Poison_Hives: Hives
Ability : Hives Parameters : Example : Description: This is actually an allergic reaction to a foreign substance, which poisons the body and causes it to react with itching burning hives.
Poison_Liquor: Liquor
Ability : Liquor Parameters : Example : Description: Makes the mob do goofy things, lowers attack and dex scores. May result in a migraine.
Poison_Mindsap: Mindsap
Ability : MindSap Parameters : Example : Description: Lowers con little, and intelligence a lot.
Poison_Peppersauce: Peppersauce
Ability : Peppersauce Parameters : Example : Description: Lowers constitution, and blinds.
Poison_Rotten: Rotten
Ability : Rotten Parameters : Example : Description: Lowers constitution and strength, and creates damaging stomach aches.
Poison_Slumberall: Slumberall
Ability : Slumberall Parameters : Example : Description: Causes sleep.
Poison_Sting: Sting
Ability : Sting Parameters : Example : Description: Lowers constitution by one point. Does minute damage.
Poison_Venom: Venom
Ability : Venom Parameters : Example : Description: Does moderate strength, and heavy constitution damage. Does moderate damage every couple of rounds for 10 rounds or so.
Poison_XXX: XXX
Ability : XXX Parameters : Example : Description: Does a little strength, and moderate constitution damage. Does very heavy damage every couple of rounds for 20 rounds or so.
PoisonousBite: Poisonous Bite
Skill : Poisonous Bite Domain : Racial ability Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BITE Usage : PBITE [TARGET NAME] Example : pbite orc This ability allows one to deliver a vicious mundane bite that does a bit of damage, but will also sometimes inflict a poison.
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 Necromancer 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 "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_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_AuraStrife: Aura of Strife
Prayer : Aura of Strife Domain : Communing Allows : Communing I Alignment: pure evil, evil Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Creates an aura of strife bound by the Cleric to the area. This causes those in the same room as the cleric to suffer a drop in charisma due to feelings of anger and hopelessness. Will also cause confusion in combat among those not in the clerics group. The cleric must remain in the casting room for the prayer to remain effective.
Prayer_DivineFavor: Divine Favor
Prayer : Divine Favor Domain : Communing Allows : Communing I Alignment: somewhat good, somewhat evil, pure neutral Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "DIVINE FAVOR" [TARGET NAME] Example : pray "divine favor" bob The target gains the favor of his or her god, gaining 10% bonus to experience gain, 10% decrease in experience loss, and possibly getting his or her enemies struck down!
Prayer_EternalItem: Eternal Item
Prayer_HealingAura: Healing Aura
Prayer : Healing Aura Domain : Healing Allows : Healing I Alignment: somewhat good, somewhat evil, pure neutral Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Creatures 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_Refresh: Refresh
Prayer : Refresh Domain : Restoration Allows : Restoring I Alignment: somewhat good, somewhat evil, pure neutral Use Cost : Mana (50) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REFRESH" [TARGET NAME] Example : pray "refresh" bob Restores all mana, hit points, and movement. Cures all hunger, thirst, and fatigue.
Prayer_Regrowth: Regrowth
Prayer : Regrowth Domain : Healing Allows : Healing I Alignment: pure goodness, good Use Cost : Mana (all) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "REGROWTH" [TARGET NAME] Example : pray "regrowth" bob This prayer regrows any amputated limbs on the target.
Prayer_TaintOfChaos: Taint of Chaos
Prayer : Taint of Chaos Domain : Cursing Allows : Cursing I Alignment: pure chaotic, chaotic 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.
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. 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 diggiculties 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: PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc. * 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, 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, gender, class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) doubt faith weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. 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. This may seem a strange parameter for a mobs-only property, but perhaps you can find a use for it. :) See ZAPPERMASKS for more information on zapper mask syntax.
Prop_AreaForSale: Putting an area up for sale
Property : Prop_AreaForSale Targets : Areas Parameters : (RENTAL )Price of the area Example : 1000000 Example : Bob/100000 Description: Makes this area available for purchase by a player. To have a shopkeeper sell the area, you must create a GenTitle or StdTitle item with the area name as the property id and give it to the shopkeeper to sell. The system will automatically maintain the integrity of any items left in the rooms, including restoring them on reboot. The title received for purchasing a room may be GIVEn or SELLed to change possession of the property. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
Prop_Artifact: Artifact
Property : Prop_Artifact Targets : Items Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F] Example : nomobs=false Description: The items with this property will persist in their last known location past reboots, and optionally always drop from players inventories when they quit, be invulnerable to damage, not be possessable by mobs, and not capable of being acted upon with skills or spells. By default, all of the above is true, though that can change by setting one of the following parameters to false: autodrop - the item drops from player inventories when they quit or shutdown nomobs - the item may not be picked up by a non-player nolocate - the item may not be located via Locate Object spell nocast - the item may not have ANY spells cast upon it
Prop_AstralSpirit: Astral Spirit
Property : Prop_AstralSpirit Targets : MOBs Parameters : Example : Description: This property makes the mob into an incorporeal spirit. It is used to support the "Astral Projection" chant.
Prop_ClanEquipment: Clan Equipment
Property : Prop_ClanEquipment Targets : Items Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE] Example : Acid 5 "The Skooters" "Guild" Description: Base property for clan equipment. Do not use independent of the clan spells.
Prop_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#) Example : DAY Example : SLEEP HOURS=5-10 Example : "Home=My Area#123" SLEEP LOCKUP 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 string for them to say whenever someone tries to interact with them as a shopkeeper during closed hours.
Prop_ClosedSeason: Contingent Visibility
Property : Prop_Closedseason Targets : Items, Mobs, Rooms, Exits Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE Parameters : THUNDERSTORM/BLIZZARD/WINDY Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY) Example : DAY Example : WINTER BLIZZARD Description: Affects the thing with this property depending on the weather, or time of the year. By default, this property does not activate. You must specify one or more times, seasons, or conditions under which the object will no longer be visible.
Prop_CombatAdjuster: Adjust combat stats
Property : Prop_CombatAdjuster Targets : MOB Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT NUMER]) Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER]) Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER]) Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER]) Example : Example : ATTACK+25 DAMAGE-20 MANA=1000 Description: This property either adjusts a mobs current stats by a percentage value as specified, or sets the value to a specific number. This property is mostly useless for builders, but has internal uses.
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 : Example : Description: Forces players to crawl through the exit or room with this property.
Prop_Doppleganger: Doppleganger
Property : Prop_Doppleganger Targets : Mobs, Items, Rooms, Areas Parameters : nothing, a level change + or -, a level %, or : : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%], : : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false] : : ASMATERIAL=[RESOURCE], DIFFADD=[NUM], DIFFPCT=[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". 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, 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.
Prop_EnlargeRoom: Change a rooms movement requirements
Property : Prop_EnlargeRoom Targets : Rooms, Areas Parameters : number or adjustment of movement points Example : 2 Example : +2 Example : -2 Example : /2 Example : *2 Example : /2.5 Example : *1.5 Description: Change the number of movement points required to cross the room, the +-/* signs may be used to adjust the amount for a given room, or an absolute value may be given.
Prop_EnterAdjuster: Room entering adjuster
Property : Prop_EnterAdjuster Targets : Rooms, Exits Parameters : statistic names followed by a +, -, or = and a value Example : and/or spells separated by semicolons, and an optional mask Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless; Example : str+2 dex-2 move+100 MASK=-Race +Dwarf Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf Description: Upon entering this room or exit, the listed effects or spells will be PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except the class, race, and gender, 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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic, experience, practices trains, questpoints, coins. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Familiar: Find Familiar Property
Property : Prop_Familiar Targets : MOB Parameters : The familiar code number or name Example : rat Description: This property is a special MOB property created for the find familiar spell. It handles all the special benefits of the familiar type, along with the benefits to the owner. It will also destroy the familiar when no longer following the owner.
Prop_FightSpellCast: Casting spells when properly used during combat
Property : Prop_FightSpellCast Targets : Weapon (Item) Parameters : A percentage, and proper spell names separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis Parameters : The above parameters may be followed by an optional mask Example : 50%;Spell_Invisible;Prayer_Sanctuary Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf Description: Causes a spell to be cast upon the target being struck during melee combat. This property also supports a % chance of triggering. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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_HaveAdjuster: Adjustments to stats when owned
Property : Prop_HaveAdjuster Targets : Items Parameters : statistic names followed by a +, -, or = and a value Parameters : The above parameters may be followed by an optional mask Example : str+2 dex-2 move+100 class=thief race=elf gender=F Example : str+2 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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. 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_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 shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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 out of <S-NAME>'s hands!" -class +mage Description: Whenever this item is picked up by a mob, the item will be zapped out of the mobs hands if they meet the parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.). The parameters can also start with the word CONTENT to have the zapper apply equally to a container and its contents (at least until the thing with the zapper is separated from the container). If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. See AHELP ZAPPERMASK, where allowed can possess, and disallowed is zapped.
Prop_HereAdjuster: 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 (ass AHELP ADJSENSES), speed (#attacks), height, weight, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. 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 shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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 Parameters : (UNLOCATABLE) Example : Example : unlocatable Description: An alternative to setting a mob permanently hidden, this will keep the MOB hidden until the mob performs some act which would normally un-hide the mob. After that, a period of time must elapse before the property reengages and makes the mob hidden again. Optional flags include: Unlocatable - makes the item unlocatable by spells, or an area unrecommended by the WHERE command.
Prop_IceBox: Works like an ice box
Property : Prop_IceBox Targets : Items,Rooms Parameters : Example : Description: Any items placed in the room or container with this property will not spoil. When removed, however,spoilage will resume.
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: a Property
Property : Prop_InstantDeath Targets : MOB, Item, Room, Area Parameters : zapper mask Example : mask="-race +dwarf" Description: Will 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.
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.
Property : Prop_ItemBinder Targets : Items Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG] Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that." Description: Allows an item to be bound when an event occurs to the person, account, or clan that either picks it up or first equips it. Once bound, an item can only be picked up by that same player, account, or clan. The zap message is also configureable.
Prop_ItemNoRuin: Prevents deletion/corruption from corpses
Property : Prop_ItemNoRuin Targets : ITEM Parameters : Example : Description: When placed on an item, that item will be exempt from your systems loot policy. The item will not be deleted, corrupted, ruined, or otherwise affected by the policy, regardless of your ini file settings.
Prop_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 should should be added to an item whose slot is filled by this one. Arguments to the ablilities can be given in parenthesis().
Prop_ItemTransporter: Item Transporter
Property : Prop_ItemTransporter Targets : Rooms, MOBs, Items (Containers) Parameters : The transporter KEY Example : KEYX123 Description: Any room, items, or mob with this property becomes a medium for transportation to another mob, room, or item with the Prop_ItemTransReceiver property with the same key. Any items dropped in the room, picked up or give to the mob, or placed inside the containers with this property will be instantly transported to another room/item/mob with the Prop_ItemTransReceiver property which has the exact same KEY parameter. If there is more than one Prop_ItemTransReceiver found with the proper key, the destination will go randomly to one of the choices.
Prop_ItemTransReceiver: Item Transporter Receiver
Property : Prop_ItemTransReceiver Targets : Rooms, MOBs, Items (Containers) Parameters : The transporter KEY Example : KEYX123 Description: See Prop_ItemTransporter above.
Prop_LangTranslator: Language Translator
Property : Prop_LangTranslator Targets : Mobs, Items, Rooms Parameters : nothing, a list of languages optionally preceded by a % chance Example : Example : 100% Dwarven 50% Elvish Example : Dwarven Elvish Example : 75% Dwarven Elvish Description: This is property allows the mob or item to translate any words spoken in the room in a language other than Common, into Common. The mob or item will SAY the translation out loud. The percentage chance given, which defaults to 100%, will be the chance that the mob or item will translate any given sentence.
Prop_LanguageSpeaker: Forces language speaking
Property : Prop_LanguageSpeaker Targets : Mobs, Items, Rooms, Exits, Areas Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE) Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK]) Example : LANGUAGE=Dwarven Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB Description: This is property forces the mobs who become affected by this property to speak the designated language until something else stops them. On a mob, the affected mob will speak the language. On a room, those who enter or are born in a room may be speak the language. On an area, those who enter or are born in a room may speak the language. On an exits, those who enter the exit may speak the language. On an item, those who pick up the item may start speaking the language, while putting it down will stop them. The parameters affect who will start speaking the language. By default, any non-player mob will become affected. HOMEONLY will force only those whose starting room is in the area to speak. NOMOBS will eliminate all non-players from consideration. PLAYERS will allow players to be affected. An optional zapper mask may follow a semicolon to add additional masks. +SYSOP (allow archons to bypass the rules), -SYSOP (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" etc.. (disallow only objects of +java class) +JAVACLASS "-GENITEM" 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 -ranger (disallow only listed base char classes) -RACE +elf +dwarf (disallow all but excepted races) +RACE -elf -dwarf -human -half -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 current 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 +Killers "+The Avengers" (disallow all except those in listed clan) +CLAN -Killers "-Avengers" (disallow only those in a listed clan) -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 (Same as -STR, for other current stats) +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats) +-ADJSTR...ADJCON (Same as above, but uses current values) -GROUPSIZE X (disallow those in groups larger than X) +GROUPSIZE X (disallow those in groups smaller than X) -AREA +thatarea "+my areaname" (disallow all except those in listed area) +AREA -thatarea "-my areaname" (disallow only those in listed area) -HOME "+area name" (disallow all except those from listed home/beacon area) +HOME "-my areaname" (disallow only those from listed home/beacon area) -ISHOME (disallow all npcs not currently in their home/beacon areas) +ISHOME (disallow all npcs unless they are 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 those with an item name) -WORN "+item name" etc... (disallow only those 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) +IF -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 those only when season is FALL) +SEASON -SPRING (disallow those whenever the season is SPRING) -WEATHER +DROUGHT (disallow those only when weather is DROUGHT) +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD) -QUESTWIN "+MY QUEST" (disallow those who have not 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) -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements) +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_LimitedContents: Limited Content Types
Property : Prop_LimitedContents Targets : Items, Rooms, Areas Parameters : [MAX NUM] ([MASK]) (; [...] / MSG="[MESSAGE]" ACTUAL=[T/F]) Example : 3 -javaclass +genweapon Example : 3;msg="Can't do it!" Description: This property will ensure that no more than the given number of items that match the given mask may be either put into the container, or dropped in a room. Multiple masks may be specified. The first mask that the item matches will be applied. Matching NONE of the masks means no limit of those items.
Prop_LimitedEquip: Limited Equips Item
Property : Prop_LimitedEquip Targets : Items Parameters : [MAX EQUIPPED](;ID="[IDENTIFIER]" MESSAGE="[MESSAGE]") 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.
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
Property : Prop_LotForSale Targets : Room Parameters : (RENTAL) Price of the first room on the lot Example : 1000000 Example : Bob/100000 Example : GRID 1000000 Description: Makes this room and future adjacent rooms available for purchase as a single lot. This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created, allowing the player to expand his or her property. When the property is sold, or falls out of a players possession, the system will automatically retract the created rooms. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. The word GRID followed by a space may preceed the price to make new rooms automatically link to other rooms via demolishable walls. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. This property is similar to prop_lotsforsale, except that the players don't have to purchase each room. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
Prop_LotsForSale: Putting many rooms up for sale
Property : Prop_LotsForSale Targets : Room Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot Example : 1000000 Example : GRID 1000000 Example : Bob/100000 Example : Bob/ RENTAL 100000 Description: Makes this room and future adjacent rooms available for purchase. This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created and put up for sale, allowing the player to expand his or her property. When the properties are sold, or fall back out of any players possession, the system will automatically retract the created rooms. The word RENTAL followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. The word GRID followed by a space may preceed the price to make new rooms automatically link to other rooms via demolishable walls. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. This property is similar to prop_lotforsale, except that the players must buy each room. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
Prop_MagicFreedom: Magic Neutralizing
Property : Prop_MagicFreedom Targets : Room Parameters : Example : Description: Cancels all magical effects in the room. If placed on a mob, will cancel magical effects in the same room as the mob.
Prop_MOBEmoter: a Property
Property : Prop_MOBEmoter Targets : Room, Area, Item, Mob, Exit Parameters : Same as Emoter Behavior Parameters : ([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 : (=,+,-,*,/)[NUMBER](%)( SELF)( RIDEOK)(;[MASK]) Example : 500 Example : 500;-race +orc Example : =10% Example : +20% SELF RIDEOK Example : +20%;-class +Fighter +Mage -Race +Elf Example : *2 Description: Allows the archon to modify the amount of experience gained by each player for slaying the mob. If placed on a mob, the experience will be granted according to the parm, so long as the player meets the mask parameters (optional). 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, unlikess RIDEOK is included in the first parameters. 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 experience will be granted to the wearer (or wielder or holder), so long as the mob killed meets the mask (optional). If placed on a Room or Area, the experience will be greated to another who meets the (optional) mask requirements.If no mask is given, the experience is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not modified.
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_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
Property : Prop_NoCraftability Targets : ITEMS Parameters : Example : Description: Disallows the item with this property from being learned as a recipe for crafting, even if otherwise qualified.
Prop_NoDamage: No Damage
Property : Prop_NoDamage Targets : Mobs, Weapons Parameters : Example : Description: Makes a weapon or mob incapable of doing any real damage.
Prop_NoOrdering: Group/Ordering Neutralizing
Property : Prop_NoOrdering Targets : MOBs, Room, Area Parameters : Example : Description: Disallows ordering by non-admins in the area, or against the target mob.
Prop_NoPKill: No Player Killing
Property : Prop_NoPKill Targets : Room, Area Parameters : Example : Description: Cancels all player killing in the room or area.
Prop_NoPurge: Prevents automatic purging
Property : Prop_NoPurge Targets : Rooms, Containers, Items Parameters : Example : Description: Prevents items in the room from being destroyed as refuse over time. When placed on an item, this property makes the item immune to "garbage collection" regardless of where in the world it is.
Prop_NoRecall: Recall Neuralizing
Property : Prop_NoRecall Targets : Room, Area, Items Parameters : Example : Description: Disallows recalling in the room. If placed on items, the item must be possessed by the mob or player trying to recall for prevention to work.
Prop_NoSummon: Summon Spell Neutralizing
Property : Prop_NoSummon Targets : Room, Area Parameters : (ALLOWNONAGGR) Example : Description: Disallows summoning of creatures or people INTO the affected place. The optional ALLOWNONAGGR parm may be added to disallow summoning only of aggressive mobs.
Prop_NoTeleport: Teleport-INTO Spell Neutralizing
Property : Prop_NoTeleport Targets : Room, Area Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]) (NOSUMMON=TRUE) 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.
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.
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;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 keyword 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
Property : Prop_OpenPassword Targets : Containers, Exits Parameters : [PASSWORD]/[LANGUAGEID];[PASSWORD]{;[MESSAGE]) Example : open sesame Example : Orcish;open sesame Example : ;open sesame;<T-NAME> opens! Description: When applied to a locked container or exit, this property will force the affected openable to unlock and open when the magic word specified in the parameter is spoken in its presence. A language and a semicolon may be optionally given to require that a particular language is being spoken. If a language (or blank) is specified, then an open message may also be specified.
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
Property : Prop_PrivateProperty Targets : Items Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS]) Example : owner="bob" expiresec=60 Description: Marks the item as belonging to a particular person or clan. Items so marked can only be sold by that person, an associate, or clan member. PRICE does nothing. EXPIRESEC can be set to make this property temporary, so that an item dropped becomes "unowned" once the owner is gone for the number of seconds given.
Prop_QuestGiver: Gives a Quest
Property : Prop_QuestGiver Targets : Areas, Exits, Items, Mobs, Rooms Parameters : QUEST="[NAME]/GENERATE:([ARGS])" (MESSAGE="[ANNOUNCEMENT]") Parameters : (DETAILS="TRUE/FALSE") (OPTIONAL="TRUE/FALSE") Parameters : (TRIGGER="GET/ENTER/LEAVE/PUTIN/DEATH/SPEAK/WEAR/WIELD/READ") Example : quest="save_the_day" message="You found a quest item" trigger=GET Description: Makes the item, room, whatever capable of offering a quest to the player who triggers it. The trigger has a default for each object type, but you can set it explicitly with the TRIGGER argument. The quest can be made non-optional with the OPTIONAL argument. The MESSAGE is shown before the quest is offered. The quest details will be as well, unless the DETAILS argument is set to false. The quest itself can be specified by name, or you can have one generated by the RandomQuests behavior by putting GENERATE: followed by optional quest parameters.
Prop_ReqAlignments: Alignment Limitations
Property : Prop_ReqAlignments Targets : Rooms, Areas, Exits Parameters : alignment masks listed below Example : -all +good Description: (DEPRECATED -- See PropReqEntry) Creates alignment restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include: nosneak (disallow sneaking past the requirement) -all (disallow all alignments) nofol (disallow followers of appropriate alignment) +evil +good +neutral (create exceptions to -all) -evil -good -neutral (disallow only listed alignments)
Prop_ReqCapacity: Capacity Limitations
Property : Prop_ReqCapacity Targets : Areas, Room Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX] INDOOR=[T/F] Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX] SIEGEWEAPONS=[MAX] Example : people=2 Example : players=3 mobs=2 indoor=true Example : weight=2000 items=10 Description: Creates a capacity limit of one or more types for the room or area with this affect. The ITEMS, or WEIGHT parameters may be used to limit the number of items, or maximum weight respectively. The CONTAINERSOK parameter will create an exception for putting items in containers (but not for dropping the containers themselves). The PEOPLE parameter lets you limit the total number of players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the number of players or non-player mobs respectively. The optional INDOOR flag only matters if this property is added to an area; it makes the property only enforce itself on indoor rooms types. If no parameters at all are given, a PEOPLE capacity of 2 is assumed. When this property is on an entry room with Prop_LotsForSale or Prop_LotForSale, then this property will be automatically propogated to each new room created. Also, in this case, and the optional parameter ROOMS can be specified to limit the maximum number of contiguous new rooms that can be generated.
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") mask Example : -race +elf Example : nosneak -race +elf Example : "message=Elves Only in there!" nofollow -race +elf Description: Creates restrictions for entering a room. Followers will be allowed unless explicitly disallowed. Valid parameters include: nosneak (disallow sneaking past the requirement) nofol (disallow followers) actual (discount disguises) "message= ... " (override the default no-entry message. 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.
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 shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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_RideZapper: Restrictions to riding
Property : Prop_RideZapper Targets : Items and Mobs Parameters : masking parameters described below, optional zap message Example : -class +mage -race +elf -evil Example : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage Description: Whenever the rider of the item or mob with this property mounts the item, they will be zapped unless it is allowed by the listed parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. 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.) 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
Property : Prop_RoomForSale Targets : Room Parameters : (RENTAL) Price of the room Example : 1000000 Example : Bob/1000000 Description: Makes this room available for purchase by a player. The room will be automatically listed in the stock of any ShopKeeper in the SAME AREA who is designated a LandSeller, or any shopkeeper who has the proper StdTitle item in its selling inventory. The system will automatically maintain the integrity of any items left in the room, including restoring them on reboot. After a room is sold, the player need only enter "LOOK ID" to see the rooms ID for the purposes of identifying his or her lot in the future. The title received for purchasing a room may be GIVEn or SELLed to change possession of the property. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account. Failure to make rent returns the property to sellable status. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
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
Property : Prop_RoomsPlusForSale Targets : Room Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room Example : 1000000 Example : GRID 1000000 Example : The Bob Clan/1000000 Example : The Bob Clan/RENTAL 1000000 Description: Makes this room available for purchase by a player. If you have more than one room for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one. This property is identicla to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are permitted to add new rooms to it. See Prop_RoomForSale for more information on sold rooms and the rental flag. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
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 normal. 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
Property : Prop_RoomsForSale Targets : Room Parameters : (RENTAL) Price of the group of rooms Example : 1000000 Example : The Bob Clan/1000000 Description: Makes this room part of a group of rooms available for purchase by a player. The rooms will be sold as a group by the shopkeeper. If you have more than one group of rooms for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one. See Prop_RoomForSale for more information on sold rooms and the rental flag. When property is sold, it will be listed as the owner with a slash and the price. Entering this sort of parameter directly is the quick way to give players or clans property. See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.
Prop_RoomUnmappable: Unmappable Room/Area
Property : Prop_RoomUnmappable Targets : Areas, Room Parameters : (MAPOK) (NOEXPLORE) Example : Example : NOEXPLORE Description: Makes a room unable to be mapped, explored, or seen with regional awareness. Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter disables the unmappable aspect.
Prop_RoomView: Different Room View
Property : Prop_RoomView Targets : Exits, Rooms, Items Parameters : Room ID of the room to show Example : Midgaard#3001 Description: Allows players looking at the room or exit to actually SEE the room description specified in the parameter. Useful for high-up views of the countryside.
Prop_RoomWatch: Different Room Can Watch
Property : Prop_RoomWatch Targets : Rooms Parameters : Room IDs of the rooms that may watch here 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 Parameters : ([MAX TICKS];)([ABILITY MASK]) Example : 3;+SKILLFLAG -DANCING -SINGING -PLAYING Description: Makes the mob with this property more resiliant against effects by limiting their tick-down time. Useful for bosses and elite mobs.
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];) Example : enter wiggles his bottom.;sleep smiles evilly.;mount burps! 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. 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
Property : Prop_SparringRoom Targets : Areas, Room Parameters : (ROOMID) Example : SparringArea#123 Description: Creates a room or area where death is of little consequence. Players (not mobs) who die in this area will lose neither equipment, nor experience, but will be brought back to their Start room (not their death room), or to any room designated in the parameters. Players also cannot flee or recall.
Prop_SpellAdder: Casting spells on oneself
Property : Prop_SpellAdder Targets : Rooms, Items, MOBs Parameters : See Prop_HereSpellCast Parameters : See Prop_HereSpellCast Example : 50%;Spell_Invisible;Prayer_Sanctuary Description: Casts the spells in the parameters on the next one to enter the same room. as the item, mob, or room with this property.
Prop_SpellReflecting: Spell reflecting property
Property : Prop_SpellReflecting Targets : MOBs, Items Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
Example : min=1 max=30 chance=100 fade=0 remain=100 Example : max=10 chance=75 fade=1 remain=50 Description: This complex property allows the archon to set up mobs or items which, when worn, are capable of reflecting spells cast at the mob back to the source. The min and max parms describe the levels of spells which may be reflected. The chance parm describes the % chance of a spell being reflected. Remain is the number of spell levels which may be reflected. Every time a spell is reflected, the level of the spell is subtracted from the remain value. When remain reaches below 0, the item or mob will no longer reflect spells. Fade describes whether the property is 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
Property : Prop_StayAboard Targets : MOB, ITEM Parameters : Example : Description: Put this property on mobs or items that you want to be perpetually mounted on whatever it is initially mounted on/to. This is especially useful for Patrollers in chaotic environments where a gust of wind or a nasty current may throw things out of whack.
Prop_Tattoo: A Tattoo
Property : Prop_Tattoo Targets : MOB Parameters : tattoo names delimited by semicolons Example : ;UNDEADKILLER;MANLYMEN; Description: This property WAS used to give MOBs tattoos. It is deprecated now. They are now stored on MOB objects. See Help TATTOO. 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. 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 Example : 100 Description: This property makes a mob or item the master of a carriage, horse, or other rideable item. They will require the payment of gold specified in the parameters before allowing anyone else to board. Non-player mobs will always be allowed to board. The ticket taker must be riding either the carriage, or riding a horse pulling it, or actually BE the carriage.
Prop_Trainer: THE Training MOB
Property : Prop_Trainer Targets : MOB Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH) Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES) (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
Property : Prop_Trashcan Targets : Room, Container Item Parameters : (DELAY=[#TICKS]) Example : Example : DELAY=4 Description: Causes all items dropped, or placed in the host container to be destroyed and to cease to exist. If a delay parameter is used, the destruction of the items in the can will not occur until that time has passed.
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_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, gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by. 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 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_UseEmoter2: Emoting when used
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 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 shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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
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 shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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 move+100 class=thief race=elf gender=F Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf Description: Whenever the item having this property is wielded or worn, the statistics of the owner will be adjusted as described in the parameters. Removing the item will remove the effects. The Layered flag may be used to prevent bonus or penalty stacking due to multiple items worn on the same location. See Prop_HaveAdjuster for more information on the valid parameters for this property.
Prop_WearEnabler: Granting skills when worn/wielded
Property : Prop_WearEnabler Targets : Items Parameters : a list of properly named spells separated by semicolons Parameters : Spell names may optionally have parameters in parenthesis. Parameters : The above parameters may be followed by an optional mask Parameters : The above parameters may include optional LAYERED flag Example : Spell_MageArmor;Spell_Shield Example : Spell_MageArmor;LAYERED;Spell_Shield Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE) Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf Description: So long as the item with this property is worn, wielded, or held, the owner will be granted the spells, skills listed. The percentage given is optional, and will be the proficiency of the skill. If a percentage is not given, the default is 100%. The layered flag means that, among layers of armor, only the top layer will grant its effect. The parameters may also END with the key word MASK= followed by a mask. This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearOverride: Wearable Unzapper
Property : Prop_WearOverride Targets : Items Parameters : masking parameters described below 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. 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 or wielded, the owner will be under the effect of the listed spells. The layered flag means that, among layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of all spell casts. The flag TICKS=[NUMBER] can be used to shorted 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 out of <S-NAME>'s hands!" -class +mage Description: Whenever the owner of the item with this property tries to wear or wield the item, they will be zapped unless it is allowed by the listed parameters. An optional MESSAGE parameter can define what is seen when the zap occurs. 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.) 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
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.
QuickHeal: Quick Heal
Prayer : Quick Heal Domain : Healing Allows : Healing 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.
QuickSwipe: Quick Swipe
Skill : Quick Swipe Domain : Racial ability Allows : Cautiously I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : QUICKSWIPE, QSWIPE Usage : QUICKSWIPE [TARGET NAME] Example : quickswipe orc The thief will attempt to take a random small worn item, or a bit of shiny money from the target, and then immediately flee.
Quills: Quills
Skill : Quills Domain : Racial ability Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : QUILLS Usage : QUILLS [TARGET] Example : quills orc Being covered in sharp quills, this ability will automatically harm an attacker who gets in range. It can also be used to project quills at a nearby enemy for extra piercing damage.
RabbitSpeak: Rabbit Speak
RavenSpeak: Raven Speak
Regeneration: Stat Regeneration
Prayer : Regeneration Domain : Restoration Available: Several Classes Allows : Restoring I Alignment: somewhat good, somewhat evil, pure neutral Use Cost : Mana (50) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY REGENERATION Example : pray regeneration The caster recovers hit points, mana, and movement at FOUR times the normal rate, for the duration of the prayer.
RodentSpeak: Rodent Speak
Scavenge: Scavenge
Skill : Scavenge Domain : Racial ability Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : SCAVENGE Usage : SCAVENGE [TARGET BODY] Example : scavenge body With this skill, a dead body can be scavanged for parts, especially the last bits of meat.
Shaming: Shaming
One who is being publicly shamed, and cannot be interacted with, or even directly spoken to or about.
SheepSpeak: Sheep Speak
ShootWeb: Shoot Web
Skill : Shoot Web Domain : Racial ability Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 5 Commands : SHOOTWEB Usage : SHOOTWEB [TARGET] Example : shootweb orc This spell will cause a glob of sticky web-like material to assault the target. The target will be unable to move until they can break free.
Sinking: Sinking
Ability : Sinking Parameters : Example : Description: This affect governs sinking items and mobs, in either direction (up or down).
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_BearForaging: Bear Foraging
Usage : BEARFORAGE Example : bearforage This instinctive skill allows the player to sniff out food nearby, even in containers, and even in the possession of others. The target will be tracked until found, and then, if possible, pounced on and the food containers taken, emptied, and the food eaten.
Skill_BoulderThrowing: Boulder Throwing
Skill : Boulder Throwing Domain : Martial lore Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic This skill allows the player to throw ammunition, especially siege weapon ammunition, from the deck of a sailing ship, at another sailing ship with which the player's ship is already in combat.
Skill_Buck: Buck
Skill : Buck Domain : Racial ability Use Cost : Movement (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : BUCK Usage : BUCK Example : buck The centaur, horse or other rideable attempts to buck off all his or her riders off of them.
Skill_BurrowHide: Burrow Hide
Skill : Burrow Hide Domain : Stealthy Allows : Stealthy I Invoked : Automatic Whenever the player is in an appropriate outdoor room with a burrowing creature, such as a serpent, rodent, or worm, the creature will alert the player to incoming danger from aggressive enemies.
Skill_ConsumeCorpse: Consume Corpse
Skill : Consume Corpse Domain : Corruption Allows : Corrupting I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CONSUMECORPSE Usage : CONSUMECORPSE [TARGET NAME] Example : consumecorpse body This twisted semi-magical skill causes the mouth of the caster to grow large enough to consume a corpse in one gulp. Doing so gives the caster back lots of health, mana, and movement, depending on the level of the corpse.
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_DevourCorpse: Devour Corpse
Skill : Devour Corpse Domain : Racial ability Invoked : Automatic Usage : EAT BODY Example : eat body This skill grants the ability to eat the corpses of creatures up to those moderately larger than the character. The corpse must be emptied of any equipment before doing so, and the corpses of other players may be restricted.
Skill_EagleEyes: Eagle Eyes
Description: The character?s vision is so acute that they rarely overlook weaker creatures within their line of sight.
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_FindClanShip: Find Clan Ship
Skill_Flee: Flee
Skill : Flee Domain : Dirty fighting Allows : Combat Fluidity I, Dirty Fighting 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_HighJump: High Jump
Skill : High Jump Domain : Racial ability Use Cost : Movement (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : HIGHJUMP Usage : HIGHJUMP ([DIRECTION]) Example : highjump Allows the character to leap into another room, where gravity will take it from there. The higher the players expertise, the more air rooms the character will jump through, allowing them to jump to great heights. However, after jumping, inevitably comes the falling...
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_LongBreath: Long Breath
Skill : Long Breath Domain : Fitness Allows : Fitness I Invoked : Automatic This skill grants the ability to hold ones breathe for a period, allowing one to forego damage when under water or otherwise unable to breathe.
Skill_MindSuck: Mind Suck
Skill : Mind Suck Domain : Grappling Allows : Combat Fluidity I, Vice-Gripping I Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : MINDSUCK Usage : MINDSUCK [TARGET NAME] Example : mindsuck orc The character begins to suck the brain out of the target for nourishment. If the target is following the character, or is otherwise bound or asleep, and can remain so, the character can begin to suck at the targets brain. After a short strain, the killing act is completed, and the character is relieved of any hunger.
Skill_RacialEnemy: Racial Enemy
Skill : Racial Enemy Domain : Racial ability Invoked : Automatic Example : A specific and instinctive hatred towards a particular kind of creature, granting an attack and damage bonus advantage against those creatures.
Skill_Slip: Slip
Skill : Slip Domain : Dirty fighting Allows : Combat Fluidity I, Dirty Fighting 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 Friend Domain : Racial ability Use Cost : Movement (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : FTRACK, TRACKFRIEND, FRIENDTRACK Usage : FTRACK [FRIEND NAME] Example : ftrack bob The player attempts to find a trail leading from where he or she is at present, to the location of the indicated friend, which is a group or clan member! When walking around, the player will become aware of which direction seems best.
Skill_TrackFriend: Track Friend
Skill : Track Friend Domain : Racial ability Use Cost : Movement (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : FTRACK, TRACKFRIEND, FRIENDTRACK Usage : FTRACK [FRIEND NAME] Example : ftrack bob The player attempts to find a trail leading from where he or she is at present, to the location of the indicated friend, which is a group or clan member! When walking around, the player will become aware of which direction seems best.
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.
SmellsLikeCherries: Smells Like Cherries
Skill : Smells Like Cherries Domain : Racial ability Invoked : Automatic This creature emits an aroma that is unpleasant to predators, enabling them to usually move past hostile animals unmolested.
SnakeSpeak: Snake Speak
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: Numerous Classes Requires : A base wisdom of at least 5. Allows : Artsy I, Quick Working I, Quick Worker I Use Cost : Movement (19) Quality : Circumstantial Targets : Items Creatures 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 : Echoed Singing I, Resounding Singing I, Rejoicing Singing I Use Cost : Mana (all) Quality : Circumstantial Targets : Items Creatures 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 : Echoed Singing I, Resounding Singing I, Rejoicing Singing I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures 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 : Echoed Singing I, Resounding Singing I, Rejoicing Singing I Use Cost : Mana (100) Quality : Circumstantial Targets : Items Creatures 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 : Echoed Singing I, Resounding Singing I, Rejoicing Singing I Use Cost : Mana (50) Quality : Circumstantial Targets : Items Creatures 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] Example : 4 Description: Causes sound to echo around the area or room when it occurs.
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: Numerous Classes Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I Allows : Reduced Transmuting I Use Cost : Mana (50) 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, Ranged Conjuring I, Extended Conjuring I Allows : Power 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_ClanDonate: Clan Donate
Spell : Clan Donate Domain : Conjuration Use Cost : Mana (536870912) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN DONATE" [TARGET NAME] ("[CLAN NAME]") Example : cast "clan donate" scroll Example : cast "clan donate" scroll "super clan" When cast on an item, this spell will send it to the room designated by the casters clan boss as the donation room. If you are a member of several clans, you may also specify the clan name.
Spell_ClanExperience: Clan Experience
Spell : Clan Experience Domain : Enchantment/charm Use Cost : Mana (5) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME]) Example : cast "clan experience" 100 Example : cast "clan experience" 100 "rough riders" This spell drains an amount of experience from the caster and grants it to their clan, or the specified clan if they belong to more than one.
Spell_ClanHome: Clan Home
Spell : Clan Home Domain : Conjuration Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN HOME" ("[CLAN NAME]") Example : cast "clan home" Example : cast "clan home" super clan This spell sends the caster back to the room designated by the casters clan boss as the home room. An optional clan name can be specified.
Spell_ClanWard: Clan Ward
Spell : Clan Ward Domain : Abjuration Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I Allows : Reduced Abjuring I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "CLAN WARD" [RANK]/REVOKE Example : cast "clan ward" TREASURER This spell must be used in a room that is owned by the casters clan. When cast, it will prevent anyone from entering the room who is a member of the casters clan, but is BELOW the given rank. The spell effect is permanent until revoked by the same spell. For the given example, that casting would restrict the room to treasurers and above in rank. This spell only restricts your fellow clan members, and can be sneaked past. See also Improved Clan Ward.
Spell_DarknessGlobe: Darkness Globe
Spell : Darkness Globe Domain : Invocation/evocation Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I Allows : Reduced In/Evoking I Use Cost : Mana (50) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "DARKNESS GLOBE" Example : cast "darkness globe" Causes an enormous globe of darkness to follow the caster around, enveloping everyone in the room, and making the room as dark as a moonless night whereever the caster is.
Spell_Exhaustion: Exhaustion
Spell : Exhaustion Domain : Alteration Allows : Extended Altering I, Power Altering I, Reduced Altering I Allows : Ranged 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_Flagportation: Flagportation
Spell : Flagportation Domain : Conjuration Use Cost : Mana (50) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST FLAGPORTATION ([CLAN NAME]") Example : cast flagportation Example : cast flagportation super clan This spell will teleport the caster and his or her group to a random clan flag on the map. The caster must be a clan enchanter or other high member of the clan for this spell to work. A clan name can optionally be specified.
Spell_ImprovedClanWard: Improved Clan Ward
Spell : Improved Clan Ward Domain : Abjuration Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I Allows : Reduced Abjuring I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CAST, CA, C Usage : CAST "IMPROVED CLAN WARD" [RANK]/REVOKE Example : cast "improved clan ward" TREASURER This spell must be used in a room that is owned by the casters clan. When cast, it will prevent anyone from entering the room who is a member of the casters clan, but is BELOW the given rank. The spell effect is permanent until revoked by the same spell. For the given example, that casting would restrict the room to treasurers and above in rank. This spell only restricts your fellow clan members, and can NOT be sneaked past.
Spell_LightBlindness: Light Blindness
Spell : Light Blindness Domain : Transmutation Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I Allows : Reduced 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 : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I Allows : Extended 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_Untraceable: Untraceable
Spell : Untraceable Domain : Abjuration Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I Allows : Reduced 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
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] 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
Stigma: Stigma
Skill : Stigma Domain : Racial ability Invoked : Automatic The characters reputation always precedes them in an exaggerated fashion. For all of their factions, the world will react both normally, AND as if they are at one extreme or the other, depending on current leanings.
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.
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.
Thief_DisassembleTrap: Disassemble Traps
Skill : Disassemble Traps Domain : Find/remove traps Allows : Trap Disabling I Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : DISTRAP, DISASSEMBLETRAPS Usage : DISTRAP [ITEM, DIRECTION] Example : distrap east Example : distrap chest If an item is trapped, the thief can attempt to disable and safely disassemble the trap, recovering the components used to create it.
Thief_ImprovedCaltrops: Improved Caltrops
Skill : Improved Caltrops Domain : Trapping Allows : Trapping I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : IMPROVEDCALTROPS Usage : IMPROVED CALTROPS Example : improvedcaltrops The thief drops numerous small light sharp metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid them or having them pierce deeply into their flesh, doing horrible damage. 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 : Creatures 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 be have 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
ThrowFeces: Throw Feces
Skill : Throw Feces Domain : Racial ability Use Cost : Mana (50) Quality : Malicious Targets : Creatures Range : Touch - Range 10 Commands : THROWFECES Usage : THROWFECES [TARGET] Example : THROWFECES Orc The player with this skill is able to reach around and produce feces on demand and then instantly throw it at the target. The feces wont do much damage, but has a chance of giving a disease, and soiling the victim.
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.
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.
WanderHomeLater: WanderHomeLater
Ability : WanderHomeLater Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false) Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false) Parameters : (RESPECTFOLLOW=true/false) Example : once=false areaok=true minticks=10 maxticks=20 Description: By default, as soon as a mob with this ability finds himself able to move, and no longer in combat, and not following anyone, and the room clear of PCs, he will wander back to his start room until he finds himself, once again, far from home. The default behavior can be modified with parameters. AREAOK will allow the mob to wander, so long as he stays in his home area, only returning home if he finds himself outside his area. IGNOREPCS will allow the mob to wander home even if other PCs are in the room watching him. IGNOREFOLLOW will allow the mob to wander home even if he is following someone, magically or otherwise. RESPECTFOLLOW will immediately negate this property if the mob is ever following anyone. ONCE will make this property work only one time, deleting itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how long the mob can be away from home before considering a return trip; by default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to get home.
WeakParalysis: Weak Paralysis
Ability : WeakParalysis Parameters : Example : Description: An attack which, if successful, paralyzes the victim for a few short ticks.
WildTagTurf: Wild Tag Turf
Skill : Wild Tag Turf Domain : Racial ability Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : WILDTAG, WTAGTURF, WTURFTAG, WILDTAGTURF, WILDTURFTAG Usage : WILDTAG (UNTAG) Example : wildtag Example : wildtag untag The creature tags this place as their "turf" or, if they are a part of a clan, their clan's "turf". Other players creatures will not be able to use some of their skills here, specifically those in either the animal affinity and racial ability domains. The tag can only be seen by the tagging creature, and those who can see hidden things.
WingFlying: Winged Flight
Ability : WingFlying Parameters : Example : Usage : FLAP Description: The ability to control winged flight.
WolfSpeak: Wolf Speak
WormSpeak: Worm Speak
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