switch - if 0 then object wont react to any triggers, default = 1
keyid - id of key object which locks this object
keyloc - the link this locked object is linked to
health - future use to hold value representing health of object, default = 10
armour - future use to hold value representing armour of object, default = 10
mana - default 0
wisdom - default 0
hunger - default 0
age - default 0
state - string
mood - default 0 - can be nagative or positive
clock - number
counter- number
These make the process of making a complex rpg.. any attributes these dont cover can be handled with pocket variables.
I intent building these values into the basic examine display.
mood can be negative and starts at 0. a mood dispay as a bar graph might be good:
[-------o---]
clock and counter can be used to hold counting type info for an object
state is a stirng and can have all sorts of concepts held in it.. like 'archived' or 'broken'