Death Traps
You may add death traps to your zone, but please keep the following considerations in mind when doing so. The most important rule for death traps is that their purpose is to encourage "intelligent exploration," not merely to "kill" players. They penalize people who are sloppy when they travel the lands... a truly careful player will rarely, if ever hit a death trap that is properly written.
First, make the death trap room INDOORS and make sure it is not DARK, so that the the title of the trap can be seen with an "exits" command from any rooms(s) connected to it.
- For example, assume that you are exploring. If you see "Certain Death" is the name of the next room to the west, then you would almost certainly avoid going there.
Second, if a room has an exit into a death trap, then there should also be an exit from the death trap into the original room. When a player dies, they make a "death cry" that can be heard in the surrounding rooms. By linking the death trap back into any rooms that a player can enter it from, you make this death cry echo back into eacho of those rooms. This is done to deter people in the victim's former group from joining them in their untimely demise.
- For example, room 10 in your zone is a death trap. Room 11 has an exit east into room 10. By this rule, room 10 should also have an exit (the direction it points does not matter) that leads back into room 11.
Third, a good rule of thumb is to have one death trap per 50 rooms in your zone. This should be about all that you really need to make careless wandering dangerous. Remember, the goal of death traps is to encourage more intelligent exploration of the world by making life more difficult for people who walk from place to place without ever looking where that next step will take them.
Fourth, always have an exit descriptions that say something really ominous about the possible consequences a player might suffer for walking into a death trap.
- For example, if the exit to the east leads into a death trap, then an exit description such as "The bridge sways ominously in the breeze. Maybe walking out onto such a fragile, old structure would be a VERY unwise idea?" might get the point across.
Every room in your zone must be assigned a unique virtual number. No two rooms may have the same virtual number, and the number must always increase when you browse through the world file from the top to the bottom.
| Property |
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Description |
| Dark |
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Either a light source or infravision is needed to see in the room. |
| Death |
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Any player who enters the room will die. Follow the rules for death traps. |
| Godroom |
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Only high level immortals can enter a godroom. |
| Indoors |
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The room is indoors. |
| No Magic |
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Magical spells and items can not be used in a no magic room. |
| No Monster |
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Random monsters can not walk into this room. |
| No Storm |
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Players may not teleport into a no storm room. The Shadow Storm will also never have an exit into a room with this flag. |
| Peaceful |
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Combat is impossible in peaceful rooms. |
| Private |
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It is impossible for people to move into a private room if two characters are already inside. Teleport will never take a player to a private room. |
| No Crime |
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It is impossible to commit a crime in this room. |
| Terrain |
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| Inside |
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| City |
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| Field |
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| Forest |
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| Hills |
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| Mountain |
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| Water (swim) |
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| Water (no swim) |
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| Fly |
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Extra descriptions may be added to any room where extra color is desired. They are very helpful for adding a story to a zone or adding clues to any internal quests that you do not wish to bludgeon people with in the regular room description.