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
Happy new year, Slew of updates and changes released. _________________________ 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 Shargast at on12/30/07
Gets a 10 in my books as it does what it promises! Good work Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave Faithful of Aerth
Posted by PC_Maniac at on11/23/07
Superb, revelation _________________________ In NWN Vault: Centaurs racialtypes system; Neverwinter Nights Patch 1.69 PL made by PBC; Rideable Pegasi and Winged Unicorns (with script system); Crusade tileset! (tno03 - final version!); 1001 Arabian Nights tileset; DLA HORSES (with Radial menu) and CEP 2.0 Patch; Ravenloft Shard Tileset Hakpack - Gothic City Tileset; CNR 4.02 PL (only Polish version); NWN Models
Posted by tybae at on01/28/09
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 Excellence Vice-Chairman
Posted by Dorrian at on04/21/07
A great system that really allows you to customise what is going on in an area. Thanks Mask! _________________________ Trials of Newcastle - a Role Playing Persistent World for NWN 1 Newcastle?s Direct Connect: 216.161.26.220:5121
Posted by Kilmon27 at 2007-04-1910:27:34
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 on08/02/08
Great work as always, makes the same old boring dungeon interesting for once.
Posted by MyHouse at 2006-09-3019:35:40
Is there any way to incorporate projectile traps?
Posted by DM at 2006-08-1215:20:09
@ dhero: 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. 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 dhero at on08/11/06
Awesome Script , Makes it fun to be a thief. Any way to prohibit traps in non walkable areas ?