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NWN SCRIPTS

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Title  Disarm PC Traps (demo)
Author  ffbj
Submitted / Updated  06-11-2009 / 06-12-2009
Category  Area
Expansions  HOTU-1.69
Format  Module and Code
Type  Type - Combat
Includes  BioWare Standard
Description
This is a demonstration of the method I use in my semi-persistent world "orilion nights," for removing PC traps in certain areas. In general high security or high traffic areas where traps would most likely be noticed. The de-trapper will attempt to disarm any trap he notices that he is capable of disarming, within a limited range. I also added in a bit of random script for his on perception, but this is mostly for flavor, and not needed for him to do his job. But I figure, he's a hobbit so he fools around a bit. This is the first blush of this script so there may be
updates or refinements, but it works pretty well.

The de-trapper is not godlike, but you could have a number of versions. For the demo I just made him a decent rogue, and left him visible so you can see what's he's up too, most of the time.

What you may want to do is make him plot and Merchant faction, or some such Neutral faction, give him a ring of invisibilty and put him in areas where you don't want PC's laying traps. High traffic areas, or even in a Boss area. Areas of high securtiy in other words, as I said before.

I like the added wrinkle of making the traps unrecoverable on a random chance, so PC's can't recover all the remaining traps, if any. He has limited range but you could use more than one of them for larger areas.

Around a 5th to 10th level rogue, or other PC with a moderate set traps is the range I made this for. Of course it can be scaled to any level.
Thanks for taking a look.
ffbj

Playtester: Blasco Yang

Files

NameTypeSizeDownloads
Disarm_PC_Traps.rarDisarm_PC_Traps.rar
Submitted: 06-11-2009 / Last Updated: 06-11-2009
rar12.41Kb61
Disarm PC Traps
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Comments (6):

Posted by Builder__Anthony at 2009-06-14 12:25:37    Voted 9.50 on 06/14/09
....

Posted by Baragg at 2009-06-13 07:53:28    Voted 10.00 on 06/13/09
Rocking, appreciate the work, it is nice when questions on the threads turn into work on the vault.
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Posted by Ondaderthad at 2009-06-12 20:39:31    Voted 10.00 on 06/12/09
Why didn't I think of that?

But then even if I did I probably wouldn't have been able to script it that well myself.. so Thanks for that.

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Posted by ffbj at 2009-06-12 17:57:38    
I should also note that you can make the de-trapper more or less aggressive. That is described in the scripts. It's just changing 1
number you can make him do his de-trapping on every hb or inflate the delaycommand to a higher number say 20 or so. I would describe 10.0 (default) as semi-aggressive and 30.0 as lazy as heck.

Posted by ffbj at 2009-06-12 17:49:23    
Thanks Blasco, and thanks for the help.

I try to emulate the situation I am trying to address. For instance if I were the Castelan of a castle that gave free rein to wandering PC's I would certainly have, in my employ, a guy such as this, or if I were a merchant guild, or whatever.

Posted by Blasco-Yang at 2009-06-12 17:39:07    Voted 10.00 on 06/12/09
Clever idea.

Great for keeping player set traps to a minimum in those high traffic areas where you really don't want traps inhibiting the flow of the game.

The scripting is top notch and it works flawlessly.

ffbj seems to always be thinking outside of the box and coming up with these concepts that you make you say:
"Why didn't I think of that?"


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