STD/OBJECT PROPERTIES: ---------------------- Full details of the effects of std/object's properties are below. In inherited objects the properties may cause other effects (eg BROKEN weapons have 1/5 weapon class) BLESSED: This is a flag to indicate that the item is blessed. If set then short() will be appended with " (blessed)". query_magic() will return true if set. BREAK,< optional msg >, This property indicates that the object can be broken. An add_action to the function break_object is enabled. To break the object the player must have strength greater than the integer in argument 2. BROKEN, If an object is broken then short() will be appended by " (broken)" unless the optional message is set, in which case " ("+msg+")" will be appended. When an object is broken: - it looses all MAGIC, ENCHANTED, BLESSED properties - if the object is a CONTAINER the function spill_contents is called - if the object is a lit light, it is extinguished. - if the object CAN_OPEN it becomes OPEN - if the item is a light , it runs out of fuel. While an object is broken: - It cannot be opened or closed - spill_contents() is called if the object is a container and picked up - It cannot be lit - long() will be appended by "It looks broken.\n" - nothing can be put in broken containers. CAN_OPEN This property enables the object to be opened and closed, like a container or book. long() is appended with a description of the open state. CONTAINER, 0 , max amount can hold. This property indicates that the object behaves like a container, with integer argument 2 the maximum weight it can contain. Argument one is not used. DECAY ,,