Fed up with players walking around traps they know exist, and memorized the placement of?
Want to convince players that a Rogue is more than just a fighter with sneak attack and better AC?
This is the trap package you want.
Essentially, this is an OnEnter Script that's configurable by setting Variables on the area. It will change All traps in the area, and I'm presently working on how to properly mix in the new script set's. Yes, I am indecisive at times, but I want to do it correctly. Votes/Feedback are of course quite welcome.
Let me also thank the scripters in the community that helped me with this, were it not for their effort's I'd still be stuck in the dark ages with this project.
Stacy_19201325: Thank God for you, I swear I would have bashed my skull to a pulp if I didn't have someone to bounce off the wall idea's off of, and more importantly, find my multitude of errors.
Scarface: Not only for debugging, but I'll be honest, I hadn't even considered setting the other relevent trap flags on created ones til after I looked at your system.
lord rosenkrantz: For major assistance in cleaning up the location code.
Lilac Soul: Plain and simple, I taught myself scripting(Only Basic HTML knowlage prior) mostly by using his Script Gen and dismantling its scripts to figure out what was doing what.
Georg Zoeller: If I didn't have the HoTU campaign, to get me looking at what could be done.. I'd never, never, never, had had the drive or desire to start trying make things happen on my own.
Additionally, let me thank those who have voted. It seems a simple thing, But feedback can sometimes be the straw that keeps a creator interested in improving their work.
Update: 10MAY08 (RogueBonus.erf has been added, this essentially serves to hook into (almost)all bioware traps and add a minor XP boost if a Rogue manages to kill a creature with a trap. This does alter the main include file, and is now reliant on Bioware's spell include. Usage Details)
Updated: 10JUL08 (Mod, and optional traps updated to deal with the newly defined distingrate beam VFX)
This is a fairly simple package which overwrite Most(Tangle, and Gas excluded) Bioware traps to reward a rogue with a small, fixed XP bonus upon a trap being responsible for killing a creature. There is a more detailed explanation in both the manual, and the import text.
Importable .ERF file to be added to an existing module.
Trap-removal script(for AreaExit event) also included.
Bonus Traps not included
Rogue XP Package not included
Posted by tybae at 2009-01-28 11:32:29 Voted 10.00 on 01/28/09
Good stuff Mask. I just realized that I forgot to vote. Sorry.
Rogue "Oh, look a trap, whatever will I do" *disarm* "Wait, where did it go?" (insert evil laugh here) _________________________ Academy of Modding ExcellenceVice-Chairman
Posted by Dorrian at 2008-12-07 08:41:09 Voted 10.00 on 04/21/07
If you need to, Contact Me
Its more effective than leaving a post on a vault entry you will probably never return to look at a second time
Posted by dsabrae at 2008-07-09 22:07:42 Voted 9.75 on 07/09/08
a wonderful system and the author is GREAT at support no joke this is one of the best packages in my world anything that keeps things fresh without work you really cant NOT use. this goes in ever PW I make.
Posted by RebeccaAnn at 2008-07-09 21:10:04 Voted 10.00 on 07/09/08
*smiles and tries to avoid the trap...* darn... I blame the gnomes!
Quick note. 1.69 has a minor issue, because one of the new constants uses a name I used in dbhsc_tts_bemhit.
For running modules, you can quick-fix this by deleting line #2 of the mentioned script. "const int VFX_BEAM_DISINTEGRATE = 447;" to be precise. Deleting that line will solve the non-compile issue. _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
Posted by Christopher at 2008-05-15 10:00:59 Voted 10.00 on 05/15/08
Very cool Mask. Looking forward to updates. Playing a Rogue is my favorite style. Good to know that my traps do not go to waste.
Posted by NZ_Titan at 2008-05-05 15:47:50 Voted 10.00 on 05/05/08
I have seen this in action on Newcastle and it is great. Don't worry about Nibis, he is just sore because he and his friends got caught using foul language and logging out as a lowbie if they get into arguments and returning as a lvl40 to PK people.
Posted by tybae at 2007-11-02 14:30:04 Voted 10.00 on 01/28/09
Nice script. I've been working on a mod for a while now and wanted to try something like this. I'll definately be using this. I'll vote when I've had a chance to fully integrate it. _________________________ Academy of Modding ExcellenceVice-Chairman
Posted by Dorrian at 2007-04-21 17:31:40 Voted 10.00 on 04/21/07
I'm gonna try putting this together with Sir Elricks Trap respawner...
Theres gotta be away to put the two together,
Meaning the Ground & Placeables all migrating.
With all giving some sort of reward for disarming or recovering ect.
*Thinks*
There is a way to get nearest placable..
Maybe in the Migrating part have a call to get nearest placable..if no placable then the ground trap sets up and vise versa.
Humm...
Posted by Stranvil at 2007-04-15 22:27:18 Voted 10.00 on 08/02/08
Great work as always, makes the same old boring dungeon interesting for once.
It -is- possible, but it involves spawning in a critter to test that the location is indeed valid, and/or checking against tile lighting. It's something I haven't really gotten into.
Personally, with some testing/experience one can come up with a reasonable guess how much "dead space" is on a map, and go from there. _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.