| Can Lock | Can the object be locked by interaction |
| Unlock Text | Text to display when object can be unlocked |
| Lock Text | Text to display when object can be locked |
| Missing Object Text | Text to display when object required object is missing |
| Audio Pool Channel | Name of the broadcaster channel to use with the audio ppol |
| Lock Sound | Sound to play on lock/unlock |
| On Locked | Event raised when the object becomes locked |
| On Unlocked | Event raised when the object becomes unlocked |
| Require Item | Require an item to unlock object |
| Item Id | Id of the item to require |
| Destroy Item After Use | Destroy the item after unlocking |
| On Missing Item | Event raised when the required item is not in inventory |
| Forbid When Locked | List of actions to forbid when locked |
| Forbid When Unlocked | List of actions to forbid when unlocked |
| 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 |
| Broadcast Messages | Broadcast messages about this action |
| Broadcast Channel | Channel to broadcast on |
| Unlock Ok Format | Format for successful unlock message |
| Unlock Fail Format | Format for failed unlock message |
| Lock Ok Format | Format for lock message |
| Need Item Format | Format for missing item message |
| On Detected | Event raised when the action has not been 'detected' |
| On Undetected | Event raised when the action has been 'detected' |
| Forbid When Undetected | List of actions to forbid when action has not been 'detected' |
| On Lock State Changed | Event raised when interaction should be locked |