Battledale_PRC8/_module/gic/tri_hobgob1.gic.json

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{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Stone Door"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "FenceDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CaveExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Jeweled Door"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Jeweled Door"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Evil Stone Door"
}
}
]
},
"Encounter List": {
"type": "list",
"value": [
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
}
]
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bench / Pew"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Table"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Cookpot"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Woodpile"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Cookpot"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Impaling Spear w/ Human Head"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Impaling Spear w/ Human Corpse"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Impaling Spear w/ Human Head"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bench / Pew"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Table"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bench / Pew"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Oriental Rug"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "RugOriental2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Cauldron"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tome"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Freestanding Torch Bracket"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Freestanding Torch Bracket"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Freestanding Torch Bracket"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Hobby Horse"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Keg"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Golem Parts Stone"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Gong"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Gong"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Ladder"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 4 (High treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Battering Ram"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Archery Target"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Weapon Rack"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Box / Crate - 3 (Medium treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Box / Crate - 4 (High treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Box / Crate - 3 (Medium treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Box / Crate - 4 (High treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Box / Crate - 4 (High treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bear Skin Rug 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Broken Furniture 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Grass Tuft"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Water Drip"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Water Drip"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Water Drip"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dirt Patch"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dirt Patch"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Mushrooms"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Mushrooms"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Plant Growth - Shrubs"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Water Drip"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Water Drip"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Mushrooms"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Mushrooms"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Hay Bundle"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Hay Bundle"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire - Cauldron"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 2 (Low treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Low treasure script."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Low treasure script."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Stone Wall Door"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Floor Lever - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Plant Growth - Shrubs"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire - with Spit"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bench / Pew"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bench / Pew"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 3 (Medium treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 3 (Medium treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Plant Growth - Shrubs"
}
}
]
},
"SoundList": {
"type": "list",
"value": [
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
}
]
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"Comment": {
"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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{
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"Comment": {
"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"Comment": {
"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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{
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"Comment": {
"type": "cexostring",
"value": ""
}
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{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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{
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"Comment": {
"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"Comment": {
"type": "cexostring",
"value": ""
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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{
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"Comment": {
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"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "How to make a respawning ground trap:\r\n\r\nI have created a script which makes it easy to place respawning traps on the ground.\r\n\r\nThe trap uses a trigger and a waypoint. It is only suitable for use in a corridor. This is because it creates a \"trap mechanism\", ie a trapped trapdoor, on the ground if the player succeeds in noticing the trap using their search skill. The trapdoor can be disarmed, hence disarming the trap. If you place a trap in the middle of the room, it is possible the player would walk over the trigger before they could get to the trapdoor to disarm it, setting off the trap. This would be annoying.\r\n\r\nThe trap is made by placing a trigger in a corridor - the trigger is called A hidden trap and can be found under Generic Trigger. You then place a waypoint in the middle of the trigger. The waypoint is found under custom waypoints and is called jw_traplocation_wp. \r\n\r\nFor examples of how to place the trigger and waypoint, take a look at areas such as Yeven Caverns where I have used them. There are triggers there with the names jw_trap_1_a, jw_trap_1_c, and jw_trap_1_s. You will see the trigger is wide and short, stretching across the corridor with the waypoint in the middle.\r\n\r\nAll you need to do is place the trigger and the waypoint as you see there, make sure the \"on exit\" script of the area is jw_generic_exit, and change the tag of the trigger (do not do anything to the waypoint). The tag of the trigger should be jw_trap_(number)_(letter)\r\n\r\nThe number determines the difficulty of the trap. The letter determines the type of trap it is (ie the type of damage it will do).\r\n\r\nDifficulty:\r\n\r\n1 DC to spot: 15, DC to disarm: 20, Damage: 1d6\r\n2 DC to spot: 20, DC to disarm: 25, Damage: 2d6\r\n3 DC to spot: 25, DC to disarm: 30, Damage: 3d10\r\n4 DC to spot: 30, DC to disarm: 35, Damage: 4d10\r\n5 DC to spot: 35, DC to disarm: 40, Damage: 5d10\r\n\r\nType:\r\n\r\nf: Fire\r\ns: Spike\r\na: Acid\r\ne: Electrical\r\nn: Negative\r\nc: Cold\r\no: Sonic\r\n\r\nSo the tag would be jw_trap_4_n to make a difficulty 4 negative trap, or jw_trap_2_o to make a difficulty 2 sonic trap.\r\n\r\nThat's all you need to do.\r\n\r\nThe trap will damage any PC that walks over the trigger, which of course they cannot see. They can save for half damage. Anyone coming near the trap gets an automatic search check. If they pass the check, the trap mechanism appears. They can then disarm the mechanism, rendering the trap harmless.\r\n\r\nThe trap resets when the area is empty. \r\n\r\n"
}
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"value": ""
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"WaypointList": {
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{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
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"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
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{
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"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
}
]
}
}