Trappers normally get the short end of the stick in some respects. A mage casts a spell, and the combat log shows the target's saving throws and relevant damage reduction/resistance/immunity. A warrior attacks and hits an opponent, and the combat log shows the target's saving throws and relevant damage reduction/resistance/immunity. (Saving throws? Yes. Think "on-hit: stun".) A trap goes off, and the log of the trap setter shows... nothing (unless the trap was fatal).
These scripts strive to change this situation. The functionality of traps is essentially unchanged, but some technical details have been modified so that the trap setter gets more feedback. Not complete feedback, as there are difficulties with the saving throw, but the trap setter does get to see the damage along with relevant reduction/resistance/immunity. And there is some saving throw feedback -- not the roll itself, but a success/failure message along with an estimate of the saving throw and the DC. (The estimate lacks any save modifiers of the "vs. X" variety; I acknowledge that in the message by using "+ 6ish" instead of "+6".) I think this conveys the most important information to be gained from the feedback without requiring a lot of work (both scripting and at execution time) that I could not be certain is accurate.
The observant might be wondering about my use of "essentially unchanged" above. The only change to trap functionality is a more consistent use of "vs. X" subtypes of saves within each trap type. Considering that probably few people know what these subtypes were and even fewer plan around them, I think it is fair to call this "essentially unchanged".
Oh wait, I said "functionality" -- is there something else? Well, I might have decided to spruce up the visual effects, particularly for the epic traps...
Will this break anything? Probably not. Likely, this will only interact negatively with scripts whose purpose is to detect death/injury by trap. On the plus side, this can interact positively with scripts that should detect death/injury by trap. (The thing that got me to finally code this was playing Infinite Dungeons while taking a break from revising the Script Generator. ID keeps an internal score based on creatures killed, among other things. Well, this score keeping does not include kills by traps with the standard scripts, but does with this override.)
How to use:
Players can decompress traps_w_feedback.7z into their override directory. This will affect your single-player games and any games you host.
Builders can decompress TrapFeedback_erf.7z into their erf directory, then import the decompressed file into a module. This is also how to see the source code for each of the trap scripts.
For the merely curious, the include file (which happens to do all the work) is in the code box.
Override contents: A bunch of nw_t1_*.ncs files and four x2_t1_*.ncs files.
Posted by fredseeker at 2011-09-19 05:04:58 Voted 10.00 on 09/19/11
More than a few of my characters think traps are some of the funnest things to play with. L0L
It was always a nice surprise when I would see I killed something long after I left the area. Now I can get near the same out of it even if the something lived.
Thanks for this.
Posted by Styxx42 at 2011-07-19 08:57:45 Voted 10.00 on 07/19/11
Very Nice indeed.
So true about the short straw.
Easy for even novice builders to implement.
Fabulous work.
Thanks Krit.
Posted by OldTimeRadio at 2011-07-08 11:57:24 Voted 10.00 on 07/08/11
Very nice!
Posted by Korsakov829 at 2011-07-03 09:56:53 Voted 10.00 on 07/03/11
This is excellent! Original, and easy to implement. _________________________ Modern National Flags portrait pack. Link
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