PROP_AREAFORSALE=\ Property : Prop_AreaForSale\n\r\ Targets : Areas\n\r\ Parameters : (RENTAL )Price of the area\n\r\ Example : 1000000\n\r\ Example : Bob/100000\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ 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. MERCHANT=\ Property : Merchant\n\r\ Targets : Items, Mobs, Areas, Rooms, Exits\n\r\ Parameters : <XML> or (ISELL=[whattobuy] IPREJ=[prejudice] IBUDJ=[money]\n\r\ Parameters : IDVAL=[devalue] IGNOR=[mask]\n\r\ Example : ISELL=WEAPONS IBUDJ=1000 IGNOR=-Race +Elf\n\r\ Description: \n\r\ Merchant is primarily known as a common skill for allowing a player \ to sell items to other players. However, when used as a property/effect \ on ungettable items, areas, rooms, or exits, it allows items to be bought \ and sold just like a shopkeeper. Archons may add to the items to sell by \ either dropping the item in the same room as the Merchant, or (in the case \ of an area), throwing the item up into the air. The parameters have meanings \ identical to those listed in the Archon's Guide, except for budget, which is \ the maximum amount to spend on any particular item purchased from a player. PROP_ABSORBDAMAGE=\ Property : Prop_AbsorbDamage\n\r\ Targets : Items, Mobs\n\r\ Parameters : Damage Absorption percentages or amounts, the list of absorbed damage types\n\r\ Example : 50% +ALL -SILVER -CLOTH -LEATHER\n\r\ Example : 5 +ALL -MAGIC -SLASHING -FROSTING\n\r\ Example : 25% +ALL -LEVEL15\n\r\ Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC\n\r\ Description: \n\r\ Whenever the the item with this property is worn, or for the mob with \ this property, they will attain damage absorption from the types and/or \ materials of weapons specified. \ Damage absorption may be represented as a percentage or as a straight amount. \ Damage amounts must be before the type of damage absorbed in the parameters. \ Here are the parameters: \n\r\ +ALL - Specifies that, by default, the mob has ALL damage absorbed.\n\r\ -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.\n\r\ +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.\n\r\ -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from \ magical spells and magical weapons.\n\r\ +MAGIC - If +ALL is not used, this will absorb damage from magical \ spells and weapons.\n\r\ -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.\n\r\ +LEVELX - Can be used instead of +ALL to absorb damage from \ weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.\n\r\ -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.\n\r\ -PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.\n\r\ +PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells.\n\r\ -FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.\n\r\ +FIRE - If +All is not used, this absorbs damage from damage from fire spells.\n\r\ -COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.\n\r\ +COLD - If +All is not used, this absorbs damage from damage from cold spells.\n\r\ -WATER - Creates an exception to the +All rule by permitting normal damage from water spells.\n\r\ +WATER - If +All is not used, this absorbs damage from damage from water spells.\n\r\ -GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.\n\r\ +GAS - If +All is not used, this absorbs damage from damage from gas spells.\n\r\ -MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.\n\r\ +MIND - If +All is not used, this absorbs damage from damage from mind spells.\n\r\ -JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.\n\r\ +JUSTICE - If +All is not used, this absorbs damage from damage from justice spells.\n\r\ -ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.\n\r\ +ACID - If +All is not used, this absorbs damage from damage from acid spells.\n\r\ -ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.\n\r\ +ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells.\n\r\ -POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.\n\r\ +POISON - If +All is not used, this absorbs damage from damage from poison spells.\n\r\ -UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.\n\r\ +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells.\n\r\ -DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.\n\r\ +DISEASE - If +All is not used, this absorbs damage from damage from disease spells.\n\r\ -TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.\n\r\ +TRAPS - If +All is not used, this absorbs damage from damage from traps spells.\n\r PROP_ABILITYIMMUNITY=\ Property : Prop_AbilityImmunity\n\r\ Targets : Anything\n\r\ Parameters : list of abilities with optional error string, ';' delimited\n\r\ Example : Disease_Cold;Disease_Flu;Spell_Fireball\n\r\ Example : Disease_Cold=<T-NAME> is immune to <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!\n\r\ Description: \n\r\ Makes the mob, item, or whatever immune to the listed disease, spell \ or similar affects. PROP_ADDDAMAGE=\ Property : Prop_AddDamage\n\r\ Targets : Items, Mobs\n\r\ Parameters : Extra Damage percentages or amounts, the list of extra damage types\n\r\ Example : 50% +ALL -SILVER -CLOTH -LEATHER\n\r\ Example : 5 +ALL -MAGIC -SLASHING -FROSTING\n\r\ Example : 25% +ALL -LEVEL15\n\r\ Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC\n\r\ Description: \n\r\ Whenever the the item with this property is worn, or for the mob with \ this property, they will do or sustain extra damage from the types and/or \ materials of weapons specified. \ Extra Damage may be represented as a percentage or as a straight amount. \ Damage amounts must be before the type of extra damage in the parameters. \ Here are the parameters: \n\r\ +ALL - Specifies that, by default, the mob has ALL types of damage added to.\n\r\ -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.\n\r\ +DAMAGETYPE- Can be used instead of +ALL to add damage from the given \ damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, \ +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc.\n\r\ -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from \ magical spells and magical weapons.\n\r\ +MAGIC - If +ALL is not used, this will add damage from magical \ spells and weapons.\n\r\ -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.\n\r\ +LEVELX - Can be used instead of +ALL to absorb damage from \ weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.\n\r\ -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting \ normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE \ may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the \ damage types above, +MATERIALTYPE may be used instead of +ALL to add \ damage from materials of a given material.\n\r\ -PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.\n\r\ +PARALYSIS - If +All is not used, this adds damage from fire spells.\n\r\ -FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.\n\r\ +FIRE - If +All is not used, this adds damage from fire spells.\n\r\ -COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.\n\r\ +COLD - If +All is not used, this adds damage from cold spells.\n\r\ -WATER - Creates an exception to the +All rule by permitting normal damage from water spells.\n\r\ +WATER - If +All is not used, this adds damage from water spells.\n\r\ -GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.\n\r\ +GAS - If +All is not used, this adds damage from gas spells.\n\r\ -MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.\n\r\ +MIND - If +All is not used, this adds damage from mind spells.\n\r\ -JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.\n\r\ +JUSTICE - If +All is not used, this adds damage from justice spells.\n\r\ -ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.\n\r\ +ACID - If +All is not used, this adds damage from acid spells.\n\r\ -ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.\n\r\ +ELECTRICITY - If +All is not used, this adds damage from electric spells.\n\r\ -POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.\n\r\ +POISON - If +All is not used, this adds damage from poison spells.\n\r\ -UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.\n\r\ +UNDEAD - If +All is not used, this adds damage from undead/evil spells.\n\r\ -DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.\n\r\ +DISEASE - If +All is not used, this adds damage from disease spells.\n\r\ -TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.\n\r\ +TRAPS - If +All is not used, this adds damage from traps.\n\r PROP_COMMONTWISTER=\ Property : Prop_CommonTwister\n\r\ Targets : Anything\n\r\ Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW]) (MATERIAL=[*/NEW]);([REPEAT])\n\r\ Example : skill=Foraging mask=berries name="some corn" display="some corn is here" material=corn\n\r\ Example : skill=* mask=* name="some stuff" display="some stuff";skill=* mask=* name="some other" display="some other"\n\r\ Example : \n\r\ Description: \n\r\ This property changes the results from the use of common skills. This property \ requires the SKILL and MASK parameters, and at least one of the other parameters \ (NAME, DISPLAY, or MATERIAL). For each parameter, * may be used to match anything \ or a random thing. PROP_TICKETTAKER=\ Property : Prop_TicketTaker\n\r\ Targets : Mobs, Items\n\r\ Parameters : Cost of boarding\n\r\ Example : 100\n\r\ Description: \n\r\ 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_CLANEQUIPMENT=\ Property : Prop_ClanEquipment\n\r\ Targets : Items\n\r\ Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]\n\r\ Example : Acid 5 "The Skooters" "Guild"\n\r\ Description: \n\r\ Base property for clan equipment. Do not use independent of the clan spells. PROP_COMBATADJUSTER=\ Property : Prop_CombatAdjuster\n\r\ Targets : MOB\n\r\ Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT NUMER])\n\r\ Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])\n\r\ Example : \n\r\ Example : ATTACK+25 DAMAGE-20\n\r\ Description: \n\r\ This property adjusts a mobs current stats by a percentage value as specified. This \ property is mostly useless for builders, but has internal uses. PROP_CRAWLSPACE=\ Property : Prop_Crawlspace\n\r\ Targets : Exits, Rooms, Areas\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Forces players to crawl through the exit or room with this property. PROP_NODAMAGE=\ Property : Prop_NoDamage\n\r\ Targets : Mobs, Weapons\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Makes a weapon or mob incapable of doing any real damage. PROP_AUCTION=\ Property : Prop_Auction\n\r\ Targets : NONE!\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ This is a tickable property used to implement the auction feature \ of coffeemud. It should not be added or applied to any other \ object. PROP_DOPPLEGANGER=\ Property : Prop_Doppleganger\n\r\ Targets : Mobs, Items\n\r\ Parameters : nothing, a level change + or -, a level %, or MAX/MIN parms\n\r\ Example : \n\r\ Example : 10\n\r\ Example : 150%\n\r\ Example : MAX=20 MIN=5\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ A parameter may be given to always adjust the level of the item up or down from normal. PROP_LANGTRANSLATOR=\ Property : Prop_LangTranslator\n\r\ Targets : Mobs, Items, Rooms\n\r\ Parameters : nothing, a list of languages optionally preceeded by a % chance\n\r\ Example : \n\r\ Example : 100% Dwarven 50% Elvish\n\r\ Example : Dwarven Elvish\n\r\ Example : 75% Dwarven Elvish\n\r\ Description: \n\r\ 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_ROOMVIEW=\ Property : Prop_RoomView\n\r\ Targets : Exits, Rooms, Items\n\r\ Parameters : Room ID of the room to show\n\r\ Example : Midgaard#3001\n\r\ Description: \n\r\ 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=\ Property : Prop_RoomWatch\n\r\ Targets : Rooms\n\r\ Parameters : Room IDs of the rooms that may watch here, ; delimited\n\r\ Example : Midgaard#3001;Midgaard#3002;Midgaard#3012\n\r\ Description: \n\r\ Allows players in one of the listed rooms to see everything going on in \ the host room as if they were there. They will be unable to interact \ with the things they see (LOOKing at, or similar), but can at least \ witness them. PROP_OPENPASSWORD=\ Property : Prop_OpenPassword\n\r\ Targets : Containers, Exits\n\r\ Parameters : The password which must be spoken\n\r\ Example : open sesame\n\r\ Description: \n\r\ When applied to a locked container or exit, this property will force \ the affected openable to unlock and open when the magic word specified \ in the parameter is spoken in its presence. PROP_ASTRALSPIRIT=\ Property : Prop_AstralSpirit\n\r\ Targets : MOBs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ This property makes the mob into an incorporeal spirit. It is used \ to support the "Astral Projection" chant. PROP_ENTERADJUSTER=\ Property : Prop_EnterAdjuster\n\r\ Targets : Rooms, Exits\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Example : and/or spells separated by semicolons, and an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;\n\r\ Example : str+2 dex-2 move+100 MASK=-Race +Dwarf\n\r\ Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf\n\r\ Description: \n\r\ Upon entering this room or exit, the listed effects or spells will be \ PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except the \ class, race, and gender parameters noted above. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ ability (magical level), armor, attacks (prowess), damage (max), \ disposition (sitting/standing/flying/etc), level, rejuv(!NO!), \ senses (blind/infravision/darkvision/etc), speed (#attacks), \ height, weight, gender, class, race, hitpoints, hunger (stomach size), \ mana, movement, thirst (stomach size), experience, practices \ trains, questpoints, coins. \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_FAMILIAR=\ Property : Prop_Familiar\n\r\ Targets : MOB\n\r\ Parameters : The familiar code number or name\n\r\ Example : rat\n\r\ Description: \n\r\ 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=\ Property : Prop_FightSpellCast\n\r\ Targets : Weapon (Item)\n\r\ Parameters : A percentage, and proper spell names separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : 50%;Spell_Invisible;Prayer_Sanctuary\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf\n\r\ Description: \n\r\ Causes a spell to be cast upon the target being struck during melee combat. \ This property also supports a % chance of triggering.\n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HAVEADJUSTER=\ Property : Prop_HaveAdjuster\n\r\ Targets : Items\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 dex-2 move+100 MASK=-Race +Dwarf\n\r\ Description: \n\r\ So long as the item with this property is owned, the listed effects will be \ given to the owner. All parameters use the + or - adjuster, except the \ class, race, and gender parameters noted above. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ 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). \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_ADJUSTER=\ Property : Prop_Adjuster\n\r\ Targets : Mobs\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 dex-2 move+100 MASK=-Race +Dwarf\n\r\ Description: \n\r\ The listed effects will be given to the mob. All parameters use the + or - adjuster, except the \ class, race, and gender parameters noted above. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ 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). \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HAVEENABLER=\ Property : Prop_HaveEnabler\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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%. \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HAVERESISTER=\ Property : Prop_HaveResister\n\r\ Targets : Items\n\r\ Parameters : resistance names followed by percentages\n\r\ Parameters : Parameters may be followed by an optional mask\n\r\ Example : magic 50% poison -10%\n\r\ Example : magic 50% poison -10% MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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: \n\r\ Resistances: gas fire electrical mind magic cold acid water evil (undead) \n\r\ Resistances: justice (as per many thief abilities) \n\r\ Resistances: weapons blunt pierce slash (reduced damage) \n\r\ Immunities : teleport (includes gate, summon) holy disease poison\n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HAVESPELLCAST=\ Property : Prop_HaveSpellCast\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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 following spells utterly uninvokable; use this flag with care! \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HEREADJUSTER=\ Property : Prop_HereAdjuster\n\r\ Targets : Rooms\n\r\ Parameters : statistic names followed by a +, -, or = and a value\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 dex-2 move+100 MASK=-RACE +Dwarf\n\r\ Description: \n\r\ So long as the room with this property is occupied, the listed effects will be \ given to the occupants. All parameters use the + or - adjuster, except the \ class, race, and gender parameters noted above. \ Valid parameters are as follows: \n\r\ strength dexterity constitution charisma wisdom intelligence \n\r\ maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) \n\r\ 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). \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HERESPELLCAST=\ Property : Prop_HereSpellCast\n\r\ Targets : Rooms\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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 following spells utterly uninvokable; use this flag with care! \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_HAVEZAPPER=\ Property : Prop_HaveZapper\n\r\ Targets : Items\n\r\ Parameters : masking parameters described below, optional zap message\n\r\ Example : -class +mage -race +elf -evil\n\r\ Example : "MESSAGE=<O-NAME> flies out of <S-NAME>'s hands!" -class +mage\n\r\ Description: \n\r\ Whenever this item is picked up by a mob, the item will be \ zapped out of the mobs hands if they meet the parameters. \ An optional MESSAGE parameter can define what is seen when the zap occurs. \ Valid masking parameters include: \n\r\ <ZAP=disallow> PROP_HIDDEN=\ Property : Prop_Hidden\n\r\ Targets : MOB\n\r\ Parameters : (UNLOCATABLE)\n\r\ Example : \n\r\ Example : unlocatable\n\r\ Description: \n\r\ 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. \n\r\ \n\r\ Optional flags include: \n\r\ Unlocatable - makes the item unlocatable by spells, or an area unrecommended by the WHERE command. PROP_INVISIBILITY=\ Property : Prop_Invisibility\n\r\ Targets : MOB\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ 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_ITEMTRANSPORTER=\ Property : Prop_ItemTransporter\n\r\ Targets : Rooms, MOBs, Items (Containers)\n\r\ Parameters : The transporter KEY\n\r\ Example : KEYX123\n\r\ Description: \n\r\ 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=\ Property : Prop_ItemTransReceiver\n\r\ Targets : Rooms, MOBs, Items (Containers)\n\r\ Parameters : The transporter KEY\n\r\ Example : KEYX123\n\r\ Description: \n\r\ See Prop_ItemTransporter above. PROP_LIMITEDITEMS=\ Property : Prop_LimitedItems\n\r\ Targets : Items\n\r\ Parameters : The number of items with this name to maintain\n\r\ Example : 3\n\r\ Description: \n\r\ This property will ensure that no more than the given number of items \ with the same name as the ones with this property will exist, either \ in the inventory of players, or in rooms. It works by removing the \ excess items from the map when someone first enters a room with one \ of the excess items. For this reason, limited items are automatically \ marked as non-locatable to block them from spells like Locate Object.\n\r\ \n\r\ 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=\ Property : Prop_LocationBound\n\r\ Targets : Items, Mobs\n\r\ Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]\n\r\ Example : AREA\n\r\ Example : ROOM\n\r\ Example : My Happy Area\n\r\ Example : My Area#12321\n\r\ Description: \n\r\ This property will ensure that the affected mob or item is unable to leave \ or be taken away from its home location, which is determined by the parameters. \ Use ROOM or AREA to prevent it from leaving whatever its current room or area \ is. Using a specific area name or room id is more helpful, however, as it will \ not only prevent movement away from the given area or room, but will whisk the \ mob or item BACK to its home if it is ever able to be removed for some reason \ ANYWAY. PROP_MAGICFREEDOM=\ Property : Prop_MagicFreedom\n\r\ Targets : Room\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ 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=\ Property : Prop_MOBEmoter\n\r\ Targets : Room, Area, Item, Mob, Exit\n\r\ Parameters : Same as Emoter Behavior\n\r\ Parameters : Same as Emoter Behavior\n\r\ Description: \n\r\ This property is simply an ability/effect encapsulation of the Emoter behavior. Please \ do AHELP Emoter for information on the proper use and parameters of this property. PROP_MODEXPERIENCE=\ Property : Prop_ModExperience\n\r\ Targets : MOBs, Items, Rooms, Areas\n\r\ Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])\n\r\ Example : 500\n\r\ Example : 500;-race +orc\n\r\ Example : =10%\n\r\ Example : +20%\n\r\ Example : +20%;-class +Fighter +Mage -Race +Elf\n\r\ Example : *2\n\r\ Description: \n\r\ Allows the archon to modify the amount of experience gained by each player for \ slaying the mob. If placed on a mob, the experience will be granted according to \ the parm, so long as the slayer meets the mask parameters (optional). \ If placed on an item, the experience will be granted to the wearer (or wielder \ or holder), so long as the mob killed meets the mask (optional). \ If placed on a Room or Area, the experience will be greated to another who meets \ the (optional) mask requirements.\ If no mask is given, the experience is always granted. Valid masks are:\n\r\ <ZAP=disallow> PROP_NARROWLEDGE=\ Property : Prop_NarrowLedge\n\r\ Targets : Rooms, Exits\n\r\ Parameters : check=[%] name=[NAME OF THE LEDGE]\n\r\ Example : check=16 name="the narrow ledge"\n\r\ Example : check=25 name="a tightrope"\n\r\ Description: \n\r\ Whenever a player enters or exits the room or exit with this property, \ that player is in great danger. If the player fails to roll beneath their \ Dexterity on a roll from 1-the "check" parameter, the player will fall to \ their death. The check parameter can be made smaller to give those with \ less dexterity a better survival chance, or made higher to make it more \ difficult to survive. PROP_NEWDEATHMSG=\ Property : Prop_NewDeathMsg\n\r\ Targets : MOB\n\r\ Parameters : the new death string\n\r\ Example : \n\r\ Description: \n\r\ Makes the mob with this property emote a different death string than the normal \ one. PROP_NOCHANNEL=\ Property : Prop_NoChannel\n\r\ Targets : Room, Area, MOB\n\r\ Parameters : Semicolon delimited list of channel names and or flags QUIET; SENDOK\n\r\ Example : SENDOK;GOSSIP;CHAT\n\r\ Example : GOSSIP;QUIET\n\r\ Description: \n\r\ 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_NOTELLING=\ Property : Prop_NoTelling\n\r\ Targets : Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Cancels all tell message sending in the room. You can also add this to player \ mobs as punishment or to shut them up. PROP_NOPKILL=\ Property : Prop_NoPKill\n\r\ Targets : Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Cancels all player killing in the room or area. PROP_NOPURGE=\ Property : Prop_NoPurge\n\r\ Targets : Rooms, Containers, Items\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ 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_NOTELEPORT=\ Property : Prop_NoTeleport\n\r\ Targets : Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Disallows the casting of gate, teleport, portal, plantpass, and other \ spells INTO this area. PROP_NOTELEPORTOUT=\ Property : Prop_NoTeleportOut\n\r\ Targets : Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Disallows the casting of gate, teleport, portal, plantpass, and other \ spells OUT OF this area. PROP_NOCHARM=\ Property : Prop_NoCharm\n\r\ Targets : MOBS, Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Disallows the casting of charm like affects in the area, or against the target mob. PROP_NOORDERING=\ Property : Prop_NoOrdering\n\r\ Targets : MOBs, Room, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Disallows ordering by non-admins in the area, or against the target mob. PROP_NOSUMMON=\ Property : Prop_NoSummon\n\r\ Targets : Room, Area\n\r\ Parameters : (ALLOWNONAGGR)\n\r\ Example : \n\r\ Description: \n\r\ 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_NORECALL=\ Property : Prop_NoRecall\n\r\ Targets : Room, Area, Items\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ 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_PEACEMAKER=\ Property : Prop_PeaceMaker\n\r\ Targets : Rooms, Areas, MOBs\n\r\ Parameters : optional list of mob statements, room emotes, semicolon delimited\n\r\ Example : \n\r\ Example : No Fighting Here!;Make Love, not War!;You should not do that.\n\r\ Description: \n\r\ Cancels any fighting in the room. PROP_PRACTICEDUMMY=\ Property : Prop_PracticeDummy\n\r\ Targets : Mobs\n\r\ Parameters : (KILLABLE)\n\r\ Example : \n\r\ Example : KILLABLE\n\r\ Description: \n\r\ Prevents a mob from fighting back. If the KILLABLE parameter is NOT included, \ the mob will also never run out of hit points or be missed in combat. PROP_REQALIGNMENTS=\ Property : Prop_ReqAlignments\n\r\ Targets : Rooms, Areas, Exits\n\r\ Parameters : alignment masks listed below\n\r\ Example : -all +good\n\r\ Description: (DEPRECATED -- See PropReqEntry)\n\r\ Creates alignment restrictions for entering a room. Followers will be allowed \ unless explicitly disallowed. Valid parameters include: \n\r\ nosneak (disallow sneaking past the requirement)\n\r\ -all (disallow all alignments) \n\r\ nofol (disallow followers of appropriate alignment) \n\r\ +evil +good +neutral (create exceptions to -all) \n\r\ -evil -good -neutral (disallow only listed alignments) PROP_REQCAPACITY=\ Property : Prop_ReqCapacity\n\r\ Targets : Areas, Room\n\r\ Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX] INDOOR=[T/F]\n\r\ Example : people=2\n\r\ Example : players=3 mobs=2 indoor=true\n\r\ Example : weight=2000 items=10\n\r\ Description: \n\r\ Creates a capacity limit of one or more types for the room or area with this affect. \ The ITEMS, or WEIGHT parameters may be used to limit the number \ of items, or maximum weight respectively. The PEOPLE parameter lets you limit the total \ number of players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the \ number of players or non-player mobs respectively. The optional INDOOR flag only matters \ if this property is added to an area; it makes the property only enforce itself on indoor \ rooms types.\n\r\ \n\r\ If no parameters at all are given, a PEOPLE capacity of 2 is assumed. PROP_REQCLASSES=\ Property : Prop_ReqClasses\n\r\ Targets : Rooms, Areas, Exits\n\r\ Parameters : class masks listed below\n\r\ Example : -all +thief\n\r\ Description: (DEPRECATED -- See PropReqEntry)\n\r\ Creates class restrictions for entering a room. Followers will be allowed unless \ explicitly disallowed. Valid parameters include: \n\r\ nosneak (disallow sneaking past the requirement)\n\r\ -all (disallow all classes) \n\r\ nofol (disallow followers of appropriate alignment) \n\r\ +thief +mage +bard (create exceptions to -all) \n\r\ -thief -mage -bard (disallow only listed classes) PROP_REQENTRY=\ Property : Prop_ReqEntry\n\r\ Targets : Rooms, Areas, Exits, Portals\n\r\ Parameters : room masks listed below\n\r\ Example : -race +elf\n\r\ Description: \n\r\ Creates restrictions for entering a room. Followers will be allowed unless \ explicitly disallowed. Valid parameters include: \n\r\ nosneak (disallow sneaking past the requirement)\n\r\ nofol (disallow followers) \n\r\ <ZAP=disallow> PROP_REQSTAT=\ Property : Prop_ReqStat\n\r\ Targets : Rooms, Areas, Exits, Portals\n\r\ Parameters : mob character stat expressions as shown in example\n\r\ Example : strength<10 intelligence==5 wisdom>=3\n\r\ Description: \n\r\ Creates restrictions for entering a room. Players must pass every \ expression test in order to enter. Valid parameters include: \n\r\ nosneak (disallow sneaking past the requirement)\n\r\ nofol (disallow followers)\n\r\ STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc.. PROP_REQHEIGHT=\ Property : Prop_ReqHeight\n\r\ Targets : Areas, Room, Exit\n\r\ Parameters : a maximum height to enter\n\r\ Example : 12\n\r\ Description: \n\r\ Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace. PROP_TRASHCAN=\ Property : Prop_Trashcan\n\r\ Targets : Room, Container Item\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Causes all items dropped, or placed in the host container to be immediately \ destroyed and to cease to exist. PROP_SPARRINGROOM=\ Property : Prop_SparringRoom\n\r\ Targets : Areas, Room\n\r\ Parameters : (ROOMID)\n\r\ Example : SparringArea#123\n\r\ Description: \n\r\ Creates a room or area where death is of little consequence. Players (not \ mobs) who die in this area will lose neither equipment, nor experience, \ but will be brought back to their Start room (not their death room), or \ to any room designated in the parameters. PROP_SPELLREFLECTING=\ Property : Prop_SpellReflecting\n\r\ Targets : MOBs, Items\n\r\ Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])\n\r\ Example : min=1 max=30 chance=100 fade=0 remain=100\n\r\ Example : max=10 chance=75 fade=1 remain=50\n\r\ Description: \n\r\ This complex property allows the archon to set up mobs or items which, when worn, \ are capable of reflecting spells cast at the mob back to the source. The min and \ max parms describe the levels of spells which may be reflected. The chance parm \ describes the % chance of a spell being reflected. Remain is the number of \ spell levels which may be reflected. Every time a spell is reflected, the level \ of the spell is subtracted from the remain value. When remain reaches below 0, the \ item or mob will no longer reflect spells. Fade describes whether the \ property is persistant or detructive. If fade is equal to 1 or more, then the \ property is destructive, meaning that the mob will never again gain the fading \ benefit from this property after remain reaches below 0. If the property was \ on an item, it will be destroyed. If fade is equal to 0, then the property \ is persistant. The property will still stop working when the remain value \ reaches below 0, but the item will not be destroyed, and will begin to \ regain its strength at a rate of 1 point every 5 minutes or so. PROP_REQLEVELS=\ Property : Prop_ReqLevels\n\r\ Targets : Room, Areas, Exits\n\r\ Parameters : ==, <=, >=, >, or < followed by a level number\n\r\ Example : <=10 >=5\n\r\ Description: \n\r\ Creates level restrictions for entering a room. Followers will be allowed unless \ the NOFOL parameter appears. The parameter should describe only the allowed levels. \ Multiple criteria are allowed. The term "NOSNEAK" may be added to the parameter \ to disallow sneaking past your criteria. PROP_REQNOMOB=\ Property : Prop_ReqNoMOB\n\r\ Targets : Room, Areas, Exit\n\r\ Parameters : optional nosneak parameter\n\r\ Example : \n\r\ Example : nosneak\n\r\ Description: \n\r\ 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=\ Property : Prop_ReqPKill\n\r\ Targets : Room, Exit, Area\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Allows access only to those players who have their playerkill flag set. PROP_REQRACES=\ Property : Prop_ReqRaces\n\r\ Targets : Rooms, Areas, Exits\n\r\ Parameters : room masks listed below\n\r\ Example : -all +elf\n\r\ Description: (DEPRECATED -- See PropReqEntry)\n\r\ Creates race restrictions for entering a room. Followers will be allowed unless \ explicitly disallowed. Valid parameters include: \n\r\ nosneak (disallow sneaking past the requirement)\n\r\ -all (disallow all races) \n\r\ nofol (disallow followers of appropriate alignment) \n\r\ +elf +half +human (create exceptions to -all) \n\r\ -elf -half -human (disallow only listed races) PROP_REQTATTOO=\ Property : Prop_ReqTattoo\n\r\ Targets : Rooms, Areas, Exits, Items\n\r\ Parameters : optional msg; tattoo masks listed below\n\r\ Example : -all +manlymen\n\r\ Example : You can't go here!;-all +manlymen\n\r\ Description: \n\r\ 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:\n\r\ nosneak (disallow sneaking past the requirement)\n\r\ nofol (disallow followers of appropriate alignment) \n\r\ -all (disallow unless has one of the following +tattoos) \n\r\ +all (allow unless has any of the followng -tattoos) \n\r\ +none (must have all +tatoos, and lack all -tattoos) \n\r\ +TATTOONAME (must have tattoo) \n\r\ -TATTOONAME (must not have tattoo) PROP_RESISTANCE=\ Property : Prop_Resistance\n\r\ Targets : MOB\n\r\ Parameters : see Prop_HaveResister\n\r\ Example : see Prop_HaveResister\n\r\ Description: \n\r\ Gives a mob natural resistances and immunities. See Prop_HaveResister for more \ information. PROP_RESTRICTSPELLS=\ Property : Prop_RestrictSpells\n\r\ Targets : Room, Area\n\r\ Parameters : proper spell names separated by semicolons\n\r\ Example : Spell_Sleep;Skill_Recall;\n\r\ Description: \n\r\ Cancels the effects of the listed spells when cast on or in the room. PROP_RETAINABLE=\ Property : Prop_Retainable\n\r\ Targets : Mobs\n\r\ Parameters : The value of the mob to shopkeepers\n\r\ Parameters : Price of the mob per period;number of days per period\n\r\ Example : 100000\n\r\ Example : 100;10\n\r\ Description: \n\r\ This property serves many a purpose: to allow you to set a value to mobs \ when being sold as pets by shopkeepers. It also allows you to create mobs \ which will be saved in the database when the system is shut down, so long \ as the mob has this property, and the mob is presently on someone's personal \ home, such as a Prop_RoomForSale room. The second parameter following the \ semicolon, if present, will also make the mob automatically draw money from \ the property owners bank account periodically. The second parameter refers \ to the number of mud-days between each pay period. If a pay period passes and \ the mob can not find a bank account of the owners from which to get paid, or \ has not been placed on someone's personal property as described above, the mob \ will quit and disappear. PROP_RIDEADJUSTER=\ Property : Prop_RideAdjuster\n\r\ Targets : Items and Mobs\n\r\ Parameters : see Prop_HaveAdjuster\n\r\ Example : see Prop_HaveAdjuster\n\r\ Description: \n\r\ 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=\ Property : Prop_RideEnabler\n\r\ Targets : Items and MOBS\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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%. \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_RIDERESISTER=\ Property : Prop_RideResister\n\r\ Targets : Items and Mobs\n\r\ Parameters : see Prop_HaveResister\n\r\ Example : see Prop_HaveResister\n\r\ Description: \n\r\ Whenever the item having this property is mounted or ridden, the rider gains \ certain resistances and immunities described in the parameters. When exited, \ the resistances and immunities are also cancelled. See Prop_HaveResister for \ more information on valid parameters for this property. PROP_RIDESPELLCAST=\ Property : Prop_RideSpellCast\n\r\ Targets : Items and MOBS\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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 following spells utterly uninvokable; use this flag with care! \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_RIDEZAPPER=\ Property : Prop_RideZapper\n\r\ Targets : Items and Mobs\n\r\ Parameters : masking parameters described below, optional zap message\n\r\ Example : -class +mage -race +elf -evil\n\r\ Example : "MESSAGE=<S-NAME> jump(s) off of <O-NAME>!" -class +mage\n\r\ Description: \n\r\ 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. \n\r\ An optional MESSAGE parameter can define what is seen when the zap occurs. \ Valid masking parameters include: \n\r\ <ZAP=disallow> PROP_ROOMDARK=\ Property : Prop_RoomDark\n\r\ Targets : Areas, Room\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Makes a room dark, so that you need a light to see it. PROP_ROOMUNMAPPABLE=\ Property : Prop_RoomUnmappable\n\r\ Targets : Areas, Room\n\r\ Parameters : (MAPOK) (NOEXPLORE)\n\r\ Example : \n\r\ Example : NOEXPLORE\n\r\ Description: \n\r\ 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_LOTSFORSALE=\ Property : Prop_LotsForSale\n\r\ Targets : Room\n\r\ Parameters : (RENTAL) Price of each room on the lot\n\r\ Example : 1000000\n\r\ Example : Bob/100000\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ When property is sold, it will be listed as the owner with a slash and the price. \ Entering this sort of parameter directly is the quick way to give players or clans property. PROP_ROOMFORSALE=\ Property : Prop_RoomForSale\n\r\ Targets : Room\n\r\ Parameters : (RENTAL) Price of the room\n\r\ Example : 1000000\n\r\ Example : Bob/1000000\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ When property is sold, it will be listed as the owner with a slash and the price. \ Entering this sort of parameter directly is the quick way to give players or clans property. PROP_ROOMSFORSALE=\ Property : Prop_RoomsForSale\n\r\ Targets : Room\n\r\ Parameters : (RENTAL) Price of the group ofroom\n\r\ Example : 1000000\n\r\ Example : The Bob Clan/1000000\n\r\ Description: \n\r\ 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. \n\r\ \n\r\ When property is sold, it will be listed as the owner with a slash and the price. \ Entering this sort of parameter directly is the quick way to give players or clans property. PROP_ENLARGEROOM=\ Property : Prop_EnlargeRoom\n\r\ Targets : Rooms, Areas\n\r\ Parameters : number or adjustment of movement points\n\r\ Example : 2\n\r\ Example : +2\n\r\ Example : -2\n\r\ Example : /2\n\r\ Example : *2\n\r\ Example : /2.5\n\r\ Example : *1.5\n\r\ Description: \n\r\ 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_SAFEPET=\ Property : Prop_SafePet\n\r\ Targets : MOB\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Makes the mob with this property completely unattackable. PROP_SMELL=\ Property : Prop_Smell\n\r\ Targets : MOBS, Items, Rooms\n\r\ Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)\n\r\ Example : <T-NAME> smells flowery!\n\r\ Example : <T-NAME> smells awful!;<T-NAME> smells BAD!\n\r\ Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!\n\r\ Example : EMOTE BROADCAST <T-NAME> smells awful!\n\r\ Description: \n\r\ 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_SPELLADDER=\ Property : Prop_SpellAdder\n\r\ Targets : Rooms, Items, MOBs\n\r\ Parameters : See Prop_HereSpellCast\n\r\ Parameters : See Prop_HereSpellCast\n\r\ Example : 50%;Spell_Invisible;Prayer_Sanctuary\n\r\ Description: \n\r\ 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_SCRAPEXPLODE=\ Property : PROP_SCRAPEXPLODE\n\r\ Targets : Items\n\r\ Parameters : \n\r\ Description: \n\r\ Makes an item explode when scrapped. PROP_STATTRAINER=\ Property : Prop_StatTrainer\n\r\ Targets : MOB\n\r\ Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)\n\r\ Example : \n\r\ Example : CON=10\n\r\ Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH\n\r\ Description: \n\r\ This property changes a mobs basic 6 stats. With no parameter, it will set all \ stats to 25, making the mob a suitable trainer. Other parameters may be entered \ in order to set the stats of the mob to the specified values. Any values not \ given will default to 25. If you do not want the mob to also be a trainer, you \ may include the NOTEACH flag. PROP_TATTOO=\ Property : Prop_Tattoo\n\r\ Targets : MOB\n\r\ Parameters : tattoo names delimited by semicolons\n\r\ Example : ;UNDEADKILLER;MANLYMEN;\n\r\ Description: \n\r\ This property WAS used to give MOBs tattoos. It is deprecated now. \ They are now stored on MOB objects. See Help TATTOO. TATTOO=\ Tattoo's are intended to \ act as miscellaneous flags which players may obtain, not unlike a quest point. \ These tattoo's can then be checked for as requirements to enter rooms or exits, \ or to possess certain items.\ \n\r\ An example would be like this: The completion of a specific quest occurs when \ Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where all \ the treasure is hidden). Entering this inner chamber automatically grants Gunther \ a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the second quest \ where Nunder's apprentice has escaped with an ancient artifact and is up to \ no good. However, to even ENTER the area where Nunder's apprentice is operating, \ the system (via the Prop_ReqTattoo property on this other Area) requires that \ Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had not defeated \ Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be allowed into \ the realm of Nunder's apprentice. PROP_TATTOOADDER=\ Property : Prop_TattooAdder\n\r\ Targets : MOBs, Items, Exits, Rooms, \n\r\ Targets : Areas, Weapons, Food, Drink, Armor\n\r\ Parameters : tattoo name to grant or remove\n\r\ Example : MANLYMEN\n\r\ Example : -MANLYMEN\n\r\ Example : +-MANLYMEN\n\r\ Example : +~MANLYMEN\n\r\ Example : +-~MANLYMEN\n\r\ Example : +34 MANLYMEN\n\r\ Description: \n\r\ 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. \n\r\ The tattoo parameter is prefixed with - to remove it when the trigger occurs. \n\r\ The tattoo parameter is prefixed with + (or nothing) to add it when the trigger occurs. \n\r\ The tattoo parameter is prefixed with +- to add or remove it when the trigger occurs. \n\r\ The tattoo parameter (after any +- marks) is prefixed with ~ to disable emoting.\n\r\ The tattoo parameter is prefixed (after +- or ~) with a number to make it decay.\n\r\ The actions which trigger the tattoo include:\n\r\ MOB - death \n\r\ Item - get \n\r\ Exit - enter \n\r\ Room - enter \n\r\ Area - enter \n\r\ Weapon - use in battle \n\r\ Food - eat \n\r\ Drink - drink \n\r\ Armor - wear PROP_TRAINER=\ Property : Prop_Trainer\n\r\ Targets : MOB\n\r\ Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)\n\r\ Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES)\n\r\ Example : \n\r\ Example : CON=10\n\r\ Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH\n\r\ Example : all Fighter all Cleric\n\r\ Description: \n\r\ 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=\ Property : Prop_Transporter\n\r\ Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor\n\r\ Parameters : Room ID\n\r\ Example : Midgaard#3001\n\r\ Description: \n\r\ This property is used to transport mobs to a particular place based on an action taken. \ The actions which trigger the transport include:\n\r\ Rideable - mount \n\r\ MOB - speak \n\r\ Item - get \n\r\ Exit - enter \n\r\ Room - enter \n\r\ Area - enter \n\r\ Weapon - use in battle \n\r\ Food - eat \n\r\ Drink - drink \n\r\ Armor - wear PROP_USESPELLCAST=\ Property : Prop_UseSpellCast\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis.\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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. \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_USESPELLCAST2=\ Property : Prop_UseSpellCast2\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis.\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ When the item with this property is touched, or in the cast of food and \ drink, eaten or drank, the owner will be affected by the listed spells. \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_WEAKBRIDGE=\ Property : Prop_WeakBridge\n\r\ Targets : Rooms, Exits\n\r\ Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]\n\r\ Example : max=400 chance=75 down=300\n\r\ Description: \n\r\ 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_WEARADJUSTER=\ Property : Prop_WearAdjuster\n\r\ Targets : Items (armor and weapons principally)\n\r\ Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag\n\r\ Example : str+2 dex-2 move+100 class=thief race=elf gender=F\n\r\ Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf\n\r\ Description: \n\r\ 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_WEARRESISTER=\ Property : Prop_WearResister\n\r\ Targets : Items (armor and weapons principally)\n\r\ Parameters : see Prop_HaveResister, and may include optional LAYERED flag\n\r\ Example : magic 50% poison -10%\n\r\ Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf\n\r\ Description: \n\r\ Whenever the item having this property is wielded or worn, the owner gains \ certain resistances and immunities described in the parameters. When removed, \ the resistances and immunities are also cancelled. The Layered flag may be used to prevent \ resistance stacking due to multiple items worn on the same location. \ See Prop_HaveResister for more information on the valid parameters for this property. PROP_WEAPONIMMUNITY=\ Property : Prop_WeaponImmunity\n\r\ Targets : Items, Mobs\n\r\ Parameters : List of immunities\n\r\ Example : +ALL -SILVER -CLOTH -LEATHER\n\r\ Example : +ALL -MAGIC -SLASHING -FROSTING\n\r\ Example : +ALL -LEVEL15\n\r\ Example : +BASHING +IRON +STEEL +MAGIC\n\r\ Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER\n\r\ Description: \n\r\ Whenever the the item with this property is worn, or for the mob with \ this property, they will attain damage immunities to the types and/or \ materials of weapons specified. Here are the parameters: \n\r\ +ALL - Specifies that, by default, the mob is immune to ALL damage.\n\r\ -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.\n\r\ +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.\n\r\ +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.\n\r\ -MAGIC - Creates an exception to the +ALL rule by permitting damage from \ magical spells and magical weapons.\n\r\ +MAGIC - If +ALL is not used, this will create an immunity to magical \ spells and weapons.\n\r\ -MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from \ magical spells, chants, songs, or prayers.\n\r\ +MAGICSKILLS - If +ALL is not used, this will create an immunity to magical \ spells, chants, songs, and prayers.\n\r\ -LEVELX - Creates an exception to the +ALL rule by permitting damage from \ weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.\n\r\ +LEVELX - Can be used instead of +ALL to create an immunity to \ weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.\n\r\ -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.\n\r\ -PARALYSIS - Creates an exception to the +All rule by permitting damage from paralysis spells.\n\r\ +PARALYSIS - If +All is not used, this creates an immunity to damage from paralysis spells.\n\r\ -FIRE - Creates an exception to the +All rule by permitting damage from fire spells.\n\r\ +FIRE - If +All is not used, this creates an immunity to damage from fire spells.\n\r\ -COLD - Creates an exception to the +All rule by permitting damage from cold spells.\n\r\ +COLD - If +All is not used, this creates an immunity to damage from cold spells.\n\r\ -WATER - Creates an exception to the +All rule by permitting damage from water spells.\n\r\ +WATER - If +All is not used, this creates an immunity to damage from water spells.\n\r\ -GAS - Creates an exception to the +All rule by permitting damage from gas spells.\n\r\ +GAS - If +All is not used, this creates an immunity to damage from gas spells.\n\r\ -MIND - Creates an exception to the +All rule by permitting damage from mind spells.\n\r\ +MIND - If +All is not used, this creates an immunity to damage from mind spells.\n\r\ -JUSTICE - Creates an exception to the +All rule by permitting damage from justice spells.\n\r\ +JUSTICE - If +All is not used, this creates an immunity to damage from justice spells.\n\r\ -ACID - Creates an exception to the +All rule by permitting damage from acid spells.\n\r\ +ACID - If +All is not used, this creates an immunity to damage from acid spells.\n\r\ -ELECTRICITY - Creates an exception to the +All rule by permitting damage from electric spells.\n\r\ +ELECTRICITY - If +All is not used, this creates an immunity to damage from electric spells.\n\r\ -POISON - Creates an exception to the +All rule by permitting damage from poison spells.\n\r\ +POISON - If +All is not used, this creates an immunity to damage from poison spells.\n\r\ -UNDEAD - Creates an exception to the +All rule by permitting damage from undead spells.\n\r\ +UNDEAD - If +All is not used, this creates an immunity to damage from undead/evil spells.\n\r\ -DISEASE - Creates an exception to the +All rule by permitting damage from disease spells.\n\r\ +DISEASE - If +All is not used, this creates an immunity to damage from disease spells.\n\r\ -TRAPS - Creates an exception to the +All rule by permitting damage from traps spells.\n\r\ +TRAPS - If +All is not used, this creates an immunity to damage from traps spells.\n\r PROP_WEARENABLER=\ Property : Prop_WearEnabler\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis.\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Parameters : The above parameters may include optional LAYERED flag\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : Spell_MageArmor;LAYERED;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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.\n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_WEARSPELLCAST=\ Property : Prop_WearSpellCast\n\r\ Targets : Items\n\r\ Parameters : a list of properly named spells separated by semicolons\n\r\ Parameters : Spell names may optionally have parameters in parenthesis.\n\r\ Parameters : The above parameters may be followed by an optional mask\n\r\ Parameters : The above parameters may include optional LAYERED flag\n\r\ Example : Spell_MageArmor;Spell_Shield\n\r\ Example : Spell_MageArmor;LAYERED;Spell_Shield\n\r\ Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)\n\r\ Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf\n\r\ Description: \n\r\ 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 following spells utterly uninvokable; use this flag with care! \n\r\ \n\r\ 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 Prop_HaveZapper for more information on zapper mask syntax. PROP_WEARZAPPER=\ Property : Prop_WearZapper\n\r\ Targets : Items\n\r\ Parameters : masking parameters described below, optional zap message\n\r\ Example : -class +mage -race +elf -evil\n\r\ Example : "MESSAGE=<O-NAME> falls out of <S-NAME>'s hands!" -class +mage\n\r\ Description: \n\r\ 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. \n\r\ An optional MESSAGE parameter can define what is seen when the zap occurs. \ Valid masking parameters include: \n\r\ <ZAP=disallow> PROP_CLOSEDDAYNIGHT=\ Property : Prop_ClosedDayNight\n\r\ Targets : Items, Mobs, Rooms, Exits\n\r\ Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)\n\r\ Example : DAY\n\r\ Example : SLEEP HOURS=5-10\n\r\ Example : "Home=My Area#123" SLEEP LOCKUP\n\r\ Example : "Home=Bob`s House" SLEEP LOCKUP "MSG=Go Away! I'm Closed!"\n\r\ Description: \n\r\ 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=\ Property : Prop_Closedseason\n\r\ Targets : Items, Mobs, Rooms, Exits\n\r\ Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT\n\r\ Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE\n\r\ Parameters : THUNDERSTORM/BLIZZARD/WINDY\n\r\ Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)\n\r\ Example : DAY\n\r\ Example : WINTER BLIZZARD\n\r\ Description: \n\r\ 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_WIZINVIS=\ Property : Prop_WizInvis\n\r\ Targets : MOBs\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ Grants the MOB unlimited sensory knowledge as well as complete undetectibility. PROP_WEATHER=\ Property : Prop_Weather\n\r\ Targets : Areas\n\r\ Parameters : the weather type\n\r\ Example : RAIN\n\r\ Description: \n\r\ 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"