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BEHAVIOR FIERYROOM
Behavior   : FieryRoom
Targets    : Rooms
Parameters : min, max ticks, a percent chance, flags and strings
Example    : min=5 max=10 chance=100;damage=77 Title="A Horribly 
Blackened Spot" Description="This place was once just like
any part of the road.  Now it is nothing more than a sooty pit." 
NOSTOP eqchance=50
Description:
This behavior makes a room operate like it is on fire.  This can include dealing direct damage to players, burning flammable equipment and making non-flammable equipment heat up (i.e. is dropped), emote that it is burning, and eventually turn into a burnt-out room. 
The first parameter can be empty for defaults, or may contain a setting for minimum ticks (min=10), maximum ticks (max=20), and the percept chance of occurrence after the random number of ticks has expired (chance=25).

Additional Settings and Flags:
DAMAGE=XXX         - The amount of damage dealt to inhabitants every behavior tick 
TITLE=[text]       - The Room Display to change the room to when done burning 
DESCRIPTION=[text] - The Room Desc to change the room to when done burning
EQCHANCE=XXX       - The unlikeliness of EQ bursting into flames or heating up.
BURNTICKS=XXX      - How many behavior ticks to keep burning (Moot with NOSTOP)
NOSTOP             - Prevent the room from ever burning up.  TITLE, DESCRIPTION and 
BURNTICKS become irrelevant
NONPC              - Don't deal damage or eq burn/drop to NPC's
NOFIRETEXT         - Don't display burning emotes while the room is burning.

All of the parameters are optional. Defaults are:
DAMAGE=10
TITLE="A Charred Ruin"
DESCRIPTION="Whatever was once here is now nothing more than ash."
EQCHANCE=0  (no default Eq destruction) 
BURNTICKS=12
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