94 lines
3.4 KiB
Plaintext
94 lines
3.4 KiB
Plaintext
Supported Properties
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The Nightmare IV LPC Library
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written by Descartes of Borg 950429
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The Nightmare IV LPC Library allows creators to set dynamic variables in
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objects which do not get saved when the object saves. The variables are
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called properties. A property is an attribute of an object which is
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considered fleeting. This document serves to list the properties
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commonly used and their purpose. It is by no means complete, as the
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point of having properties is to allow creators to build their own on the
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fly.
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Note: All properties are 0 by default unless otherwise stated.
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Property: light
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Values: integer between -6 and 6
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Light is a value generally between -6 and 6 which, for rooms,
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determines how much light is naturally available in a room in daytime.
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For other objects, it determines the degree to which the object is
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able to modify the amount of light that exists in the room. If the
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room is indoors, the light does not change based on the time of day.
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Property: no attack
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Values: 1 to prevent attacks, 0 to allow them
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Things cannot begin combat from inside a room with this property.
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Property: no bump
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Values: 1 to prevent bumping, 0 to allow it
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If a room, then nothing can be bumped from this room. If a living
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thing, then it cannot be bumped.
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Property: no steal
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Values: 1 to prevent stealing, 0 to allow it
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This prevents stealing inside a room with this property.
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Property: no magic
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Values: 1 to prevent magic, 0 to allow it
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This prevents any magic from being used inside the room if set.
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Property: no paralyze
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Values: 1 prevents paralysis from occurring in a room, 0 allows it
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Stops any sort of thing which might cause paralysis from occurring in
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a room.
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Property: no teleport
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Values: 1 if teleporting is prohibited, 0 if allowed
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Prevents people from teleporting to or from the room.
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Property: no clear
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Values: 1 to prevent clearing, 0 to allow it
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If set this prevents an avatar from clearing a wilderness room in
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order to build a town. Not relevant to rooms in towns.
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Property: estates
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Values: any non-negative number
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Sets the number of estates which can be built in an area. No estates
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may be built outside of towns.
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Property: magic item
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Values: an array of strings describing the magic contained in an object
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Allows you to mark specific objects as magic. For example, if a sword
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has a magical lighting ability, you might do:
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SetProperty("magic item", ({ "light" }));
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Property: lockpicking tool
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Values: any integer marking how well lockpicking is enhanced
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When picking a lock, the value of this property is calculated for each
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object and added to the overall chance to pick the lock.
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Property: keep
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Values: the name of whomever the object is kept for
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While set, this object may only be picked up by the person whose name
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matches the value of this property. If 0, anyone can pick it up
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assuming it is normally gettable.
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Property: magic hold
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Value: any integer
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Is subtracted from the chance of success of anyone trying to pick a
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lock.
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Property: enchantment
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Value: any integer
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Enchants any object to boost (or degrade) its performance of its
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natural functions.
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Property: login
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Value: a string representing a file name
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Sets which room a player should login to at next login if they quit
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from the room that has this property. For example, if you have a
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treasure room that is protected, and therefore you do not want people
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logging into it, you can call:
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SetProperty("login", "/file/name/outside/this/room");
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to have the players login to the room outside.
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