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