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
Quickfix applied to module, and optionaltraps.erf. _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster. CTP: [Release 1] [Release 2] [Generic Doors] NWN1: [Core Tools] [Migrating Traps] [HiPS Restriction] [Tag Based Treats/Terrors] 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 on07/09/08
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 on07/09/08
*smiles and tries to avoid the trap...* darn... I blame the gnomes!
Posted by DM at 2008-07-0921:07:04
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. CTP: [Release 1] [Release 2] [Generic Doors] NWN1: [Core Tools] [Migrating Traps] [HiPS Restriction] [Tag Based Treats/Terrors] 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
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 on05/05/08
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 Dungeon at 2008-03-2012:06:05
love this concept...another fine one by DM Mask
Posted by Mavryek at on03/08/08
Just love this scripting set. Gives the builder so many options, a great script set.