PTS was inspired by the works of Stormsong Wyndsinger and E.G. Hornbostel, aka Whyteshadow, for their persistent bashing doors and work around for the �take 20� rule when dealing with detecting and disarming traps, and opening locks on doors. I have expanded on these works to incorporate the CEP traps and generic damaging traps into a persistent trap system. Each time an area is clear of PC�s, PTS traps respawn, PTS doors close and lock themselves after pre-defined amounts of time, and PTS objects will reset their traps and their inventory. See ReamMe.htm for additional information.
Makes "my" players think twice in dungeons, etc.. Thanks for your submission. _________________________ My Vault Submissions
You are most alive when you're staring DEATH in the FACE!!!!!
Posted by mf2 ( 67.161.xxx.xxx ) at 2005-10-07 20:11:54
does this work with all traps? cuz according to the readme, you can only use some custom traps with it. can you use the standard traps with this system?
Posted by whalebones at 2004-11-18 22:15:44 Voted 9.00 on 11/18/04
Posted by Richard Cranium ( 68.68.xxx.xxx ) at 2004-10-11 00:35:00
Delevator,
Excellent! I�m glad it�s all working out for you and your players. Reading how well this is working for you is probably the best compliment a developer can receive.
Makzimia_De_Graf,
No worries, I apologize that I was not able to get this out in a timely manner for you. I�m currently working on the next version and hope to have it out in another week or two, which will incorporate the changes you�ve requested.
Thanks to everyone for checking PTS out and offering your suggestions and feedback. RL has required most of my time lately, so I�ve had to put this down for awhile. I�m still supporting this system and all my others, and will continue to make updates as appropriate.
I took your advice and used another treasure respawn script - Rolks BTR Chest Reset script, and I gotta tell ya, this is working fantastically. (Coupled, of course, with a nice area clean-up script.)
My dungeons just take care of themselves, when and how I want...doors reclose and relock, traps respawn, treasure respawns, everything stays clean, and my player(s) really like the door bashing system (and of course the rogues appreciate the whole set-up). :)
thanks again
Posted by Makzimia_De_Graf at 2004-09-21 08:46:00 Voted 10.00 on 08/19/04
Note for the adventerous... it is possible to just use Richard's fine trap system only, NO DOORS getting effected.
Simply edit pts_skl_thvtools to remove the case for doors, disable part pertaining to unlocks, and remove bottom two lines also of it with animation for doors.
If you need a replacement that works, I now am doing that on Fredian, love the traps Richard. Couldn't wait :D sorry.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by MyHouse at 2004-09-11 11:20:32 Voted 9.50 on 09/11/04
I have been waiting for something like this forever...Great work!
Posted by Herne The Hunted ( 63.224.xxx.xxx ) at 2004-09-01 01:40:00
Serious issue:
I import the .erf, set up the OnEnter, OnExit, and OnClientEnter. Set up a trap waypoint, adjust the variables to make a swinging blade trap... Module cannot load. Tested it, and retested it. It's the trap system. What could cause this?
Great fun script package. Have it set-up and is working fine, just a couple of things:
1. On the PTS_DOOR_CLOSE_DELAY & PTS_DOOR_LOCK DELAY variables, I am confused on where to change those values on the door in order to override the pts_default values.
2. Concerning chests and respawning the static inventory inside - "You can put your own loot script on the chest included with PTS, which is called by the tag �trapchest1�, or put static inventory in it instead. This loot will be reset with the PTS traps, as PC�s leave the area."
-> Is there an adjustable delay for the respawn time of the static contents inside the chest? When I leave an area and come back the static contents do not respawn; I was guessing maybe the delay is set to a large value, which would be fine, I just wanted a quick way to test it by lowering the respawn time.
Thanks in advance,
Del
Posted by Herne the Hunted ( 63.224.xxx.xxx ) at 2004-08-30 12:21:00
How does this progress. I really wanna try this system, and have other cranium scripts in my mod, but I want to wait until I don't have to change all the doors in my 500+ areas.
Posted by Richard Cranium ( 68.68.xxx.xxx ) at 2004-08-20 18:12:00
Makzimia_De_Graf,
Again, no worries. Glad you offered up this suggestion. I think I can work this in. Let me think about it for a bit and see what I can do for the next release.
As for the doors opening, I�ll have to troubleshoot that down. Perhaps I can email you to better resolve this problem?
At first I did make the PTS items bard and rouge only, but the script checks to see if the PC has the skills, and if so, it will allow the PC to use them. So then I made the items unrestricted because any class can take those skills, they are not class specific (like Use Magic Item). Now, if PC�s are using these items successfully without the Search or Open Locks skills, that IS a real problem! Which is why I�d like to open email communication with you so we can throw stuff back and forth more easily. =)
Additionally, elves should be able to detect traps naturally, and rangers by class (I could be wrong, but I think barbarians too? Have to look that up.) So for the next release, I was going to work this in.
And you are most welcome. I�m very glad you�re getting good use out of this. =)
Posted by Makzimia_De_Graf at 2004-08-20 16:51:00 Voted 10.00 on 08/19/04
Richard, I had a thought, because, I REALLY hate when someone does what I just did in last message to me :), whine and give no suggestions... so! with that in mind. I would suggest making your scripts look for a tag on a door to allow use of the tools on it, instead of blanket allowing it, and thereby busting a LOT of peoples worlds potentially.
Thanks again though for your efforts, they are MOST appreciated, and the traps, when I can use them again, are the bomb!
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by Makzimia_De_Graf at 2004-08-20 16:17:00 Voted 10.00 on 08/19/04
Actually Richard a few things... you need to make the tools and the detect tool to be Bard and Rogue class restrictions on them, themselves, I have done that manually. Also, the tools actually open doors with DC's as high as 150 :D so... it's not just keyed ones, it is, as I a player discovered literally ALL doors. I have 370 odd areas most have doors in them, some have as many as 120 doors in ONE area, not the same tags or resrefs... I REALLY don't want to have to change ALL my doors in Fredian :D
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by Richard Cranium ( 12.111.xxx.xxx ) at 2004-08-20 13:42:00
Makzimia_De_Graf,
No worries. The key specific doors I believe I�ve overlooked and will fix in my next release.
As for the Thieves� Tools opening any doors, if the DC of the lock on the door has not been adjusted to PTS, even a monkey could open the door! Here�s why: lock DC�s run an average of 18-25 (for sake of argument). The Open Lock skill cannot be disabled from the radial menu, so the work around is to set the DC to a value that is impossible for any PC to open. Thus, we add 100 to whatever you want the actual DC of the lock to be. The Thieves� Tools item will call the DC of the lock on the door and subtract 100 from the value before attempting to use the Open Locks skill on it. So, all of your doors that have a DC of less than 100, are now at DC 0 to open!
If you want to keep the doors that you�ve already setup, understandably, then just review the changes that I�ve made to the standard doors in the toolset and make the appropriate changes to your existing doors. This should resolve the problem you�re experiencing.
I�ll have to revamp the documentation to better explain the changes I�ve made to the standard doors to make this system work. This way, builders like you can see at a glance how to integrate this into an existing module. My apologies, I didn�t focus on the documentation as well as I should have. The next release will include this information.
Thanks for pointing these things out. =)
Posted by Makzimia_De_Graf at 2004-08-20 12:35:00 Voted 10.00 on 08/19/04
Sorry to jump a slightly different way Richard, I do have a small problem :). Apparently players using the tools, can open ANY door, including keyed ones around the server, and I don't have ANY with your scripts on as of yet. Is there something I need to do now? Traps BTW however, are working BRILLIANTLY! I even made myself a new placeable and worked out how to get it to spawn exactly in place to look like part of the scenery :D
Thanks in advance for any help mate.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by Makzimia_De_Graf at 2004-08-20 12:35:00 Voted 10.00 on 08/19/04
Sorry to jump a slightly different way Richard, I do have a small problem :). Apparently players using the tools, can open ANY door, including keyed ones around the server, and I don't have ANY with your scripts on as of yet. Is there something I need to do now? Traps BTW however, are working BRILLIANTLY! I even made myself a new placeable and worked out how to get it to spawn exactly in place to look like part of the scenery :D
Thanks in advance for any help mate.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
Posted by cyrus11469 ( 24.205.xxx.xxx ) at 2004-08-20 12:15:00
i got to thinking about it, maybe its suposed to be like that ? since i failed and i was given a Reflex save Than the Trap was Sprung , and thats why its not there afterwards ? if thats correct any way to make certain traps rearm if they were not Disarmed Sucsessfuly ?
Posted by cyrus11469 ( 24.205.xxx.xxx ) at 2004-08-20 12:08:00
im not sure if i did something wrong, i exported your test area, than imported it into the PW that is currently under construction (for testing purposes only , and will be removed and replaced with traps where i please) well every thing seems to be working fine , 2 exceptions.
1. i have a level 1 theif i made , OnClientEnter i give the serach tool and poor qualty thiefs tools to bards and rogues. well every trap ive tried to disarm, if its disarmed (after the reflex save) the trap is gone, (sure if i go out and back in its there).
is that something i mucked up on import ? i have your
ExecuteScript("pts_on_cl_enter",GetEnteringObject());
in my OnClientEnter.
2 and this is a small issue but i noticed even in your test mod, that the swinging rock trap on the first door to the right of the oriental sign if youve been in that area before you can see that trap just above the door. Fixable ??
Posted by Richard Cranium ( 68.68.xxx.xxx ) at 2004-08-20 00:20:00
Makzimia_De_Graf,
Thank you so much, that was probably the best compliment I�ve ever received. I�m glad you�re getting good use out of my systems.
Lands of Legacy,
Thanks for giving it a shot. I hope you like it.
Please feel free to make comments and/or suggestions. Some of the coolest features I�ve added to my systems have come from the community. I hope you�ll find this and other systems I�ve posted useful. Take care guys, and happy building.
Posted by Lands of Legacy ( 82.44.xxx.xxx ) at 2004-08-19 10:30:00
This sounds interesting. I will download it and if it's suitable I'll add to our server 'Lands of Legacy'.
Thanks!
- Jeddar @ Lol.
Posted by Makzimia_De_Graf at 2004-08-19 09:52:11 Voted 10.00 on 08/19/04
The score says it all. Nice work as always, thank you.
Posted by Makzimia_De_Graf at 2004-08-19 09:51:00 Voted 10.00 on 08/19/04
Richard, not the first of your work I have used for Fredian, and after this, most definitely, will not be the last! wonderful work. I look forward to fully implementing this in Fredian over the next week, I was able to make a swinging rock work beautifully in a test mod for myself within moments.
Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting
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