NOISE
ImmortalThe noise option for mobs adds an interesting element to the mud.
The noise option for mobs adds an interesting element to the mud.
The noise of the mob is heard through all the exits of his room.
Now if you create a room that can only be exited and place a noisey
mob within. The mob will project his noise through the exits into the
other rooms. A player in these rooms will hear the noises, but will
not know their origins. Application: Haunted House -moaning spirits-
: Monster cave -drums in the deep-
But the noise option doesn’t need to be limited to noises. Using
the noise option the mud simply states your noise statement as you have
written in.
O)Noise : You here the chirping of crickets.
> You hear the chirping of crickets.
With this idea in mind you can create non-noise ’noises’. Using the
noise option and the ‘hidden’ mob, you can create enviromental effects.
Ex. ‘You feel a cool breeze’, ‘You stumble on the slick floor.’
These effects will continue to occur at the same interval as regular
noises, but because the mob is unreachable and unkillable (!SUMM,SENTINEL),
The noise will never end. Application: Sea shore -breeze-
: Garbage heap -trip-
: Wet cavern -slip-
[ Submitted by Isengrim - Thanks! ] wizonly