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BEHAVIOR-DEATH

For immortals Also: B-DEATH

Generic Room, Mobile, and Object Behavior

This behavior allows you to create various sorts of 'Death Traps'. A A 'Death Trap' is a trap that usually has very dire consequences for the player involved. Often it has meant losing all EQ.

 Arguments:  <trigger> <option> [.]
Next Lines:  [<behavior responses>]

Where option is one of the following (use () for multiple options):

focus <FOCUS>            Who should be affected by the DT?
eq <percent>             The percentage of EQ that should be lost.
                         (Default is 0.)
xp <percent>             The percentage of normal XP loss that should
                         be incurred.  (Default is 0.)
gold <percent>           The percentage of gold that should be taken
                         away.  (Default is 0.)
death                    Causes a death to occur.
corpse                   Causes a corpse to be left behind.
saving <SAVING-THROWS>   The type of saving throw to make to
                         avoid the death trap.  For example, you could
                         allow a "saving reflex" to simulate a nimble
                         character narrowly dodging a swinging pendulum.
savingmod <modifier>     The modifier to apply to the saving throw.

The following simulates a traditional DT.

ex:  rb room death enterroom (eq 100 death)