BEHAVIOR-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)