190 lines
5.5 KiB
Plaintext
190 lines
5.5 KiB
Plaintext
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/*
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*General Notes*
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To use these scripts in your module you need to add this line to your
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OnModuleLoad event in Module Properties.
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--
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ExecuteScript("trap_on_load");
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--
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To place a trap put down a copy of the placeable of the trap you want to use,
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the huge boulder for the rolling rock trap, the rug for the rugpit trap etc.
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You then have to put down a trapped object with the correct tag. Triggers for
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each trap type are already in the palette to make this easier. But if you want
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a trap to be triggered by a door or chest you'll have to modify the tag
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yourself. All you have to do is set the beginning of the traps tag to the
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string given in each traps description. For example, if you want a rolling
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boulder attached to a chest the chest's tag must begin "RBFTrap". The chest
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will also need it's disarm script set to "trap_disarm", and it's triggered script
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set to "trap_fire".
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The traps set up in this mod should help you understand if you're having
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problems. Be careful though, a placeable will always link itself to the closest
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trap with the correct tag.
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Reset switches need their tag set to the tag of the trap they reset, with a
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single digit on the end. This digit tells the switch whether it should reset
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the closest trap with that tag, or the second closest, or third, etc.
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To reset the closest one the digit must be 1, so for a reset switch to reset
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the closest standard rolling boulder trap it's tag should be "RBFTrap1".
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Details on each trap follow.
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- Lacero
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*Razor Wire*
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Search DC: 22
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Disarm DC: 10
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Reflex DC: 25/10
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Damage: 2d6 slashing
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Tag: RWFTrap
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This trap cannot be reset and will work until it is disarmed.
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When someone knows the trap is there the Reflex DC is reduced to 10.
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Also damage is halved for a failed disarm attempt.
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When someone takes >=6 damage from the trap they have their movement reduced by
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half for 20 seconds.
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*Rolling Boulder*
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Search DC: 20
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Disarm DC: 22
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Reflex DC: 25
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Damage: 2d6 bludgeoning
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Tag: RBFTrap
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The trap hits everyone in a cylinder along the boulder's path.
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The trap stays around once fired, but will not trigger again until it is reset
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by pulling the reset switch. Disarming the trap permanently stop it from
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working.
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When the trap deals any damage at all to someone they are knocked down for 30
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seconds, exactly the same as the knockdown feat.
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*Rug Pit Trap*
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Search DC: 24
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Disarm DC: 20
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Reflex DC: 20/10
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Damage: 2d6 bludgeoning
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Tag: RPFTrap
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The trap stays open once fired, and will trigger when anyone walks over the
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hole, if you make the reflex save you take no damage. While open the trap has
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a Reflex save of 10, to make it look like a normal carpet again pull the reset
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switch.
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Disarming the trap will make it into a normal carpet.
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When hit by the trap people are made to dissappear for 60 seconds, while they
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climb out. Unfortunately the animation for this makes them fly away, but as
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VFX_COM_UNLOAD_MODEL doesn't do anything it's the best way I know.
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*Metal Pit Trap*
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Search DC: 20
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Disarm DC: 23
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Reflex DC: 15/10
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Damage: 2d6 bludgeoning
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Tag: MPFTrap
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The trap stays open once fired, and will trigger when anyone walks over the
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hole, if you make the reflex save you take no damage. While open the trap has
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a Reflex save of 10, to close it and hide it again pull the lever.
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Disarming the trap will close the pit and leave it visible.
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When hit by the trap people are made to dissappear for 30 seconds, while they
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climb out. Unfortunately the animation for this makes them fly away, but as
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VFX_COM_UNLOAD_MODEL doesn't do anything it's the best way I know.
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*Wall Blade Trap*
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Search DC: 22
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Disarm DC: 22
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Reflex DC: 15
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Damage: 4x4d2 piercing
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Tag: WSFTrap //Notice this is different to what you'd expect
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The trap can be reset, and so will work more than once.
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The trap hits the person who triggered it with 4 blades, each doing 4d2 piercing
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damage and saved for separately.
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Disarming the trap will put the spikes away and leave the placeable visible.
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*Falling Bricks Trap*
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Search DC: 20
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Disarm DC: 20
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Reflex DC: 15
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Damage: 2d6 bludgeoning
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Tag: FBFTrap
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The trap will only work once. Everyone within 2 metres of the trap is hit
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when it goes off.
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Disarming the trap will hide the placeable.
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*Swinging Rock Trap*
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Search DC: 20
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Disarm DC: 20
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Reflex DC: 15
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Damage: 4d6 bludgeoning
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Tag: SRFTrap
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The trap can be reset and so will work more than once. Everyone within 2
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metres of the trap is hit when it goes off.
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Disarming the trap will leave the placeable visible with the rock near the
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ceiling.
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*Swinging Blade Trap*
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Search DC: 22
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Disarm DC: 22
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Reflex DC: 15
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Damage: 1d13 slashing
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Tag: SBFTrap
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The trap can be reset and so will work more than once. Everyone within 2
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metres of the trap is hit when it goes off.
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Disarming the trap will leave the placeable visible with the blade near the
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ceiling.
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*Whirling Blade Trap*
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Search DC: 20
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Disarm DC: 20
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Reflex DC: 20
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Damage: 2d4+2 slashing
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Tag: WBFTrap
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The trap can be reset and so will work more than once. Everyone within 5
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metres of the trap is hit every round when it is active.
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Disarming the trap will stop it permanently.
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*Flood Trap*
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Search DC: 17
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Disarm DC: 23
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Reflex DC: -
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Damage: Death in 5 rounds
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Tag: FlFTrap
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The trap can be reset and so will work more than once.
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Everyone in the area of the water is killed 5 rounds after the trap is
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triggered, unless the reset switch is pulled before this happens.
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Also when triggered the trap will close and lock the nearest door.
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While in the water people have the slow effect.
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Disarming the trap will NOT get rid of water that is already there.
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*/
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