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Revision: 1.1
Committed: Fri Feb 3 07:12:35 2006 UTC (18 years, 5 months ago) by root
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# User Rev Content
1 root 1.1 Map Maker's Guide to Runes and Traps (by peterm@soda.berkeley.edu)
2    
3     * in this document, 'rune' and 'trap' are interchangeable terms.
4    
5     A rune is a magical enscription on the dungeon floor. Traps
6     are just like runes except they are not magical in nature, and
7     generally have a physical attack.
8    
9     Runes hit any monster or person who steps on them for dam damage
10     in 'attacktype' attacktype. In addition, there is a generalized
11     rune which can contain any spell at all, and will cast this spell
12     when it detonates.
13    
14     Many traps and runes are already defined in the archetypes.
15    
16     Here's a guide the the fields in a Rune: (archetype)
17    
18     level -- Level the rune will cast the spell it contains at,
19     if applicable. A level 99 rune casts a very,
20     very mean spell of whatever. (Warning: level 0
21     runes won't detonate at all!) Also effects
22     how easily a trap may be found and disarmed.
23    
24     Cha -- Determines what fraction of the time the
25     rune is visible: randomly visible 1/Cha of the
26     time. Also effects how easily the trap
27     may be found.
28    
29     sp -- Spell in the rune, if any (the index of the spell)
30    
31     slaying -- name of the spell in the rune, if any.
32     Optional, but if present, overrides sp.
33     recommended for use by mapmakers to ensure portability.
34    
35     other_arch -- spell archetype of the spell in the rune, if any.
36     Optional, but if present, overrides sp and slaying.
37    
38     hp -- How many times the rune detonates before disappearing
39    
40     attacktype -- If there isn't any spell, what attacktype to use
41     when the rune detonates
42    
43     face -- face the rune has
44    
45     msg -- What the rune says to the victim when it detonates
46    
47     dam -- How much damage is done by the rune, if it does
48     not cast a spell
49    
50     anim -- face1 is the default face of the rune.
51     face1 face2 is the face of a rune detonation.
52     face2 A detonating rune inserts a dummy object
53     mina with face2 on the square.
54    
55     direction -- Direction to cast the spell the rune contains
56    
57     maxhp -- Number of spells to cast
58    
59    
60     Predefined runes for your convenience: See the Runes pickmap on the editor
61    
62    
63     IMPORTANT: When making rune archetypes for spells, name the rune
64     Object rune_[spell-name]. This convention makes it possible for someone
65     who does 'cast magic rune <spell>' to create a rune that looks like
66     your archetype. Examples:
67     Object rune_large_fireball
68     Object rune_invisibility
69     Object rune_improved_invisibility
70     If they're not named this way, someone can write a rune of < >
71     what looks nothing like the one in the archetypes, even though it does
72     exactly the same thing.
73    
74     All runes should be editable. For example you might want to call up
75     a rune of fire, and set its slaying so that it casts large fireball
76     instead of simply burning its victim.
77    
78    
79     Ideas: you could blanket a floor with 1pt dam runes of fire, but with
80     many hp. Anyone walking across this blanket will be badly hurt if he's
81     slow or sits on them for a long time, but could cross more or less unhurt
82     if he's quick. You could encourage a player to do something rash this
83     way.
84    
85     You could place Runes of Healing behind altar-controlled doors in
86     temples. Dump enough money on the altar, and you get access to the
87     Rune of Healing. (Or restoration.)
88    
89     Also, you could implement a magic bank with runes of transferrence
90     in the same way. (Roscoe's energy emporium!)
91    
92     A rune of Polymorph with the beam directed down a long passageway
93     of monsters could REALLY cause chaos. Oohhhhh, fun, fun fun!!
94     Runes of lightning oriented down long passageways could be lots of
95     fun as well!