| Disarm Text | Text to display when object can be disarmed |
| Trigger On Fail | Trigger trap on disarm failure |
| Audio Pool Channel | Name of the broadcaster channel to use with the audio ppol |
| Success Sound | Sound to play on successful lock picking |
| Failure Sound | Sound to play on failed lock picking |
| Triggered Sound | Sound to play when trap is triggered |
| On Success | Event raised when disarming succeeds |
| On Fail | Event raised when disarming fails |
| On Triggered | Event raised when trap is triggered |
| Require Item | Require an item to lockpick object |
| Item Id | Id of the item to require |
| Destroy Item After Use | Destroy the item after lockpick |
| Destroy Item On Failure | Destroy the item after failing lockpick |
| On Missing Item | Event raised when the required item is not in inventory |
| Use Stat For Disarming | Use GDTK: Stats for lock picking success/failure |
| Disarming Condition | Condition that must be true to succeed |
| Require Detection | Hide this action unless it is 'detected' |
| Detection Condition | Condition required to be 'detected' |
| Allow Detection Retry | Can 'detection' be retried |
| Detection Delay | Number of real-world seconds between 'detection' attempts |
| On Detected | Event raised when the action has not been 'detected' |
| On Undetected | Event raised when the action has been 'detected' |
| On Lock State Changed | Event raised when interaction should be locked |