BEGIN prop PRP_*

ATOM Class = unique
This has to be set to unique.

ATOM STR_Name = PRP_*
string (from the strings database) that appears on screen when this prop is selected

REFERENCES Interactions = INT_*
list of interactions on this prop (shown in F1-F4 icon placeholders when selected)

INTEGER IsLockable = 1
This has to be set to 1 if the prop will be locked

INTEGER IsLocked = 0
if "1", this prop is locked and the "disable" skill needs to be applied (along with a time cost) to open it (if container = 1)
FLOAT LockLevel = 10
defines complexity of the lock (0 - 100)

INTEGER IsBreakable = 0
if "1", this prop is locked and the "shatter" skill needs to be applied (along with a time cost) to open it (if container = 1)
FLOAT Toughness = 0
defines the toughness of the lock (0 - 100)

ATOM Key = ITM_*
this item unlocks this prop

INTEGER IsContainer = 0

if "1", this prop may hold items and gold (a reward object, actually)
REFERENCES ContainerReward = REW_*
container reward.

END



PROGRAMMING NOTES:

props are interactive objects in the scenery (chests, walls, etc) which cannot be picked up like items