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mapmakers_guide_to_runes
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1996-07-24
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Map Maker's Guide to Runes and Traps (by peterm@soda.berkeley.edu)
* in this document, 'rune' and 'trap' are interchangeable terms.
A rune is a magical enscription on the dungeon floor. Traps
are just like runes except they are not magical in nature, and
generally have a physical attack.
Runes hit any monster or person who steps on them for dam damage
in 'attacktype' attacktype. In addition, there is a generalized
rune which can contain any spell at all, and will cast this spell
when it detonates.
Many traps and runes are already defined in the archetypes.
Here's a guide the the fields in a Rune: (archetype)
level -- Level the rune will cast the spell it contains at,
if applicable. A level 99 rune casts a very,
very mean spell of whatever. (Warning: level 0
runes won't detonate at all!) Also effects
how easily a trap may be found and disarmed.
Cha -- Determines what fraction of the time the
rune is visible: randomly visible 1/Cha of the
time. Also effects how easily the trap
may be found.
sp -- Spell in the rune, if any (the index of the spell)
slaying -- name of the spell in the rune, if any.
Optional, but if present, overrides sp.
recommended for use by mapmakers to ensure portability.
hp -- How many times the rune detonates before disappearing
attacktype -- If there isn't any spell, what attacktype to use
when the rune detonates
face -- face the rune has
msg -- What the rune says to the victim when it detonates
dam -- How much damage is done by the rune, if it does
not cast a spell
anim -- face1 is the default face of the rune.
face1 face2 is the face of a rune detonation.
face2 A detonating rune inserts a dummy object
mina with face2 on the square.
direction -- Direction to cast the spell the rune contains
Special for Rune of Summoning:
race -- What sort of creature to summon
maxhp -- How many creatures to summon
Predefined runes for your convenience: See the Runes pickmap on the editor
IMPORTANT: When making rune archetypes for spells, name the rune
Object rune_[spell-name]. This convention makes it possible for someone
who does 'cast magic rune <spell>' to create a rune that looks like
your archetype. Examples:
Object rune_large_fireball
Object rune_invisibility
Object rune_improved_invisibility
If they're not named this way, someone can write a rune of < >
what looks nothing like the one in the archetypes, even though it does
exactly the same thing.
All runes should be editable. For example you might want to call up
a rune of fire, and set its slaying so that it casts large fireball
instead of simply burning its victim.
Ideas: you could blanket a floor with 1pt dam runes of fire, but with
many hp. Anyone walking across this blanket will be badly hurt if he's
slow or sits on them for a long time, but could cross more or less unhurt
if he's quick. You could encourage a player to do something rash this
way.
You could place Runes of Healing behind altar-controlled doors in
temples. Dump enough money on the altar, and you get access to the
Rune of Healing. (Or restoration.)
Also, you could implement a magic bank with runes of transferrence
in the same way. (Roscoe's energy emporium!)
A rune of Polymorph with the beam directed down a long passageway
of monsters could REALLY cause chaos. Oohhhhh, fun, fun fun!!
Runes of lightning oriented down long passageways could be lots of
fun as well!