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. other_arch -- spell archetype of the spell in the rune, if any. Optional, but if present, overrides sp and slaying. 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 maxhp -- Number of spells to cast 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 ' 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!