Map Maker's Guide to Runes		(by peterm@soda.berkeley.edu)

  Several new archetypes have been added.  These archetypes are Runes.
A rune is a magical enscription on the dungeon floor.

  There are several specialized types of runes.  These include
the Rune of Fire, the Rune of Frost, the Rune of Death, and others.
These runes hit any monster or person who steps on them for dam damage
in attacktype|magic attacktype.  In addition, there is a generalized
rune which can contain any spell at all, and will cast this spell
when it detonates.  There are also runes of specific spells,
such as heal and restoration.

  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!)

Cha		--	Determines what fraction of the time the
			rune is visible:  randomly visible 1/Cha of the
			time.

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.


hp		--	How many times the rune detonates before disappearing

attacktype	--	If there isn't any spell, what attacktype to use 
			when the rune detonates (all are | magic)

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 

Special for Rune of Summoning:
race		--	What sort of creature to summon
maxhp		--	How many creatures to summon


Predefined runes for your convenience:  (Should be on the map editor list)
Rune of Fire	1detonation, ~80pts of fire damage
Rune of Frost	1detonation, ~80pts of frost damage
Rune of Shocking ""		      electricity 
Rune of Blasting ""		      physical

Rune of Death	/*no damage, but does AT_DEATH on the victim, at the level
		of the rune */
		That's what it does on Soda.berkeley.edu.  With your
		distribution, it probably does 400pts of magical or
		physical damage.

Rune of Nullification	no magic may be cast when a person stands on
			this Rune--it does not detonate.

Rune of Transferrence	rune detonation gives the victim more spellpoints,
			even beyond his usual maximum.  (Later, being super-
			charged will carry a risk of madness.--NIY)
			

Rune of Magic Draining	victim loses 90% of his spellpoints.

Rune of Summoning	detonation summons 5 demons and locates them
			in squares immediately surrounding the rune.
			edit race to summon something else,
			edit maxhp to summon more or less monsters.
			(Presently, demons arrive without abilities
			and without treasure.)

Newly added:  rune of restoration, healing, ball lightning and others.

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 <spell>' 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 for 80 pts.


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!
