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The ACR has in its core content a custom implementation of traps that is meant to serve as a workaround for the severe limitations imposed by traps as they are implemented by NWN2. These traps are capable of spawning and despawning, are aware of their own shapes and sizes, and can control whether or not they trigger by a number of conditions, including those which we would associate with spellcasting traps.
A search roll is automatically rolled, with the fact that the roll was made being hidden, whenever a character approaches a trap with detect mode on. If the result of the search check is greater than or equal to the search DC, the trap is detected. There is a special exception made for high-DC traps: only rogues, or people under the effects of a Find Traps spell, may find traps with a search DC greater than 20. If a character does not expend the trap (for example, by triggering it until it runs out of ammunition or charges), but remains near it, an additional roll will be made every six seconds, and every PC near the trap will also get rolls.
When a trap is detected, the character whose check revealed the trap will gain a visual effect overhead that indicates responsibility for the detection. In addition, the trap will become visible as a pulsing red VFX in the shape of the trap on the ground, and finally a disarm target object will appear on the ground where the detector was standing when the trap was revealed.
** It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened **
Traps are disarmed by using the disarm widget. DM Avatars who do this will immediately and automatically disarm the trap, removing it and the target from the area permanently. If an character uses the disarm target, that character will begin to work on disarming the trap, which will take 12-48 (most likely 30) seconds. During this time the character must remain reasonably stationary and may not carry out other actions, but stepping away from the disarming device will abort the effort.
Characters with ranks in Disable Device may choose to aid the effort by also using the disarm target, and as many as can physically approach the device may help. Each additional disabler will roll a DC 10 Disable Device check, granting a stacking +2 bonus to the primary disabler's check on success. A character may only attempt to aid in disabling a trap once per primary user's attempt.
The disarming character will not know ahead of time how long it will take to disarm the trap, nor will he or she know how difficult to disarm the trap will be until attempting to disarm it once.
At the end of the time required to disarm the trap, a skill check is made against the disarm DC of the trap. If the roll is greater than or equal to the DC to disarm the trap, the trap is removed from play and rendered harmless. If the Disable Device roll fails by 4 or less, then no change is made to the trap. If the Disable Device roll fails by 5 or more, then the effort is botched and the trap is triggered, functioning per the fired trap section, except that the trap disabler is treated as a potential target (possibly the only potential target) for the trap's execution.
When a trap is triggered, its effects are applied to a random creature within the trap's trigger area, and potentially a botched disabler (see above). This effect may cover an area. For example, a trap which explodes in a fireball when triggered may have three people working on disarming it. Should the check be botched anyway while the trigger area is empty, only the primary disabler will be a valid target and he or she will be the center of the resulting explosion. However, the two nearby assistants are likely to be within the blast and to also be injured. If on the other hand the trigger required several people in its area to be triggered, and three were already within, botching the trap has a 1 in 4 chance of centering on each person in the trigger area or the disabler.
It is possible for traps to trigger with discretion, such as a magical trap that only harms orcs. In this case, only qualifying creatures in the trigger area will be regarded as valid targets. Botching a disable attempt overrides this. A botched disabler is always a valid target, regardless of the trap's specific restrictions.
By default, every ALFA module has access to a set of standard traps, which are modeled after the default NWN2 traps. All of them have only one charge, do direct damage, and have equal spot, disable, and reflex save DCs. All offer reflex saves when triggered. All are of "medium" trigger size (comparable to the area of a Magic Circle vs. Alignment)
Name | Damage | DC | Area |
---|---|---|---|
Acid Blob, Minor | 3d6 | 15 | 1 meter |
Acid Blob, Average | 5d6 | 20 | 1 meter |
Acid Blob, Strong | 12d6 | 25 | 1 meter |
Acid Blob, Deadly | 18d6 | 25 | 1 meter |
Acid Splash, Minor | 2d8 | 12 | 1 meter |
Acid Splash, Average | 3d8 | 14 | 1 meter |
Acid Splash, Strong | 5d8 | 17 | 1 meter |
Acid Splash, Deadly | 8d8 | 20 | 1 meter |
Electrical, Minor | 8d6 | 19 | 5 meters |
Electrical, Average | 15d6 | 22 | 5 meters |
Electrical, Strong | 20d6 | 26 | 5 meters |
Electrical, Deadly | 30d6 | 28 | 5 meters |
Fire, Minor | 5d6 | 18 | 2 meters |
Fire, Average | 8d6 | 20 | 2 meters |
Fire, Strong | 15d6 | 23 | 4 meters |
Fire, Deadly | 25d6 | 26 | 4 meters |
Frost, Minor | 2d4 | 12 | 1 meter |
Frost, Average | 3d4 | 13 | 1 meter |
Frost, Strong | 5d4 | 14 | 1 meter |
Frost, Deadly | 8d4 | 15 | 1 meter |
Negative, Minor | 2d6 | 12 | 1 meter |
Negative, Average | 3d6 | 15 | 1 meter |
Negative, Strong | 5d6 | 18 | 1 meter |
Negative, Deadly | 8d6 | 21 | 1 meter |
Sonic, Minor | 2d4 | 12 | 3 meters |
Sonic, Average | 3d4 | 14 | 3 meters |
Sonic, Strong | 5d4 | 17 | 3 meters |
Sonic, Deadly | 8d4 | 20 | 3 meters |
Spike, Minor | 2d6 | 15 | 1 meter |
Spike, Average | 3d6 | 15 | 1 meter |
Spike, Strong | 5d6 | 15 | 1 meter |
Spike, Deadly | 25d6 | 15 | 1 meter |
.
Additional traps may be added to a module by creating waypoints which have variables on them which indicate that they are traps. The following variables control the behavior of the trap:
ACR_TRAP_TRIGGER_AREA (integer)
This variable determines how large the area which is capable of causing the trap to fire is.
Value | Name | Comparison |
---|---|---|
1 | Small | Single-Target |
2 | Medium | Magic Circle v. Alignment |
3 | Large | Entangle |
4 | Huge | Fireball |
5 | Gargantuan | Lesser Missile Storm |
6 | Colossal | Area Dispel Magic |
ACR_TRAP_ATTACK_BONUS (integer, optional)
This is the attack bonus that will be used to calculate if a trap is able to damage its target, should no reflex save be defined for the trap. This is ignored if hte trap casts a spell.
ACR_TRAP_DAMAGE_TYPE (bitfield)
This variable determines what kind of damage will be applied to targets of the trap. As a bitfield, you may take the sum of several damage types to make the trap do multiple types of damage. For example, Piercing Damage (2) and Slashing Damage (4) can be added together to make a piercing/slashing trap (6). This is ignored if the trap casts a spell.
Value | Damage Type |
---|---|
1 | Bludgeoning |
2 | Piercing |
4 | Slashing |
8 | Magical |
16 | Acid |
32 | Cold |
64 | Divine |
128 | Electrical |
256 | Fire |
512 | Negative |
1024 | Positive |
2048 | Sonic |
ACR_TRAP_DETECT_DC (integer)
This variable determines what the DC of search checks to discover the trap will be. If this number is greater than 20, the trap will only be discoverable by Rogues.
ACR_TRAP_DICE_NUMBER (integer)
This variable determines how many dice will be rolled to determine trap damage. This is ignored if the trap casts a spell. For example, if this is 3 and ACR_TRAP_DICE_TYPE is 6, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.
ACR_TRAP_DICE_TYPE (integer)
This variable determines what sort of die will be rolled to determine trap damage. For example, if this is 6, and ACR_TRAP_DICE_NUMBER is 3, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.
ACR_TRAP_DISARM_DC (integer)
This variable determines what the DC to disarm the trap is.
ACR_TRAP_EFFECT_AREA (integer)
This variable uses the SHAPE_ constants to determine how this trap's effect spreads out, if it has a large enough area to be significant. This setting is ignored if the trap casts a spell.
Value | Shape |
---|---|
0 | Spell Cyllinder (e.g. Lightning Bolt) |
1 | Cone (e.g. Burning Hands) |
2 | Cube (e.g. Order's Wrath) |
3 | Spell Cone (e.g. Cone of Cold) |
4 | Sphere (e.g. Fireball) |
ACR_TRAP_EFFECT_SIZE (float)
This is the size, in meters, of the effect area defined previously. Cylinders and cones become longer, but remain directional. Cubes gain length on all sides equally. Spheres gain a larger radius. This setting is ignroed if the trap casts a spell.
ACR_TRAP_MINIMUM_TO_TRIGGER (integer)
This is the number of creatures who meet the criteria for a trap's triggering who must be within the trap's trigger area (defined above) before the trap will fire.
ACR_TRAP_NUMBER_OF_SHOTS (integer)
This is the number of times the trap will fire before it is discharged. If this number is -1, the trap has infinite charges, and will fire until disarmed.
ACR_TRAP_SAVE_DC (integer)
This is the reflex save DC of the trap. This setting is ignored if the trap casts a spell.
ACR_TRAP_SPELL_ID (integer)
This is the ID of the spell that is cast. If this is -1 or if it is absent, the trap will not be regarded as spell casting, and will instead resolve to do damage.
ACR_TRAP_TARGET_ALIGNMENT (integer)
This setting determines which alignments are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other alignments. It will simply not aim for the others.
Value | Alignment |
---|---|
0 | All Alignments |
1 | Neutral Alignments |
2 | Lawful Alignments |
3 | Chaotic Alignments |
4 | Good Alignments |
5 | Evil Alignments |
ACR_TRAP_TARGET_RACE (integer)
This setting determins which racial types are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other races. It will simply not aim for the others.
Value | Race |
---|---|
0 | Dwarf |
1 | Elf |
2 | Gnome |
3 | Halfling |
4 | Half-Elf |
5 | Half-Orc |
6 | Human |
7 | Abberations |
8 | Animals |
9 | Beasts (depreciated) |
10 | Constructs |
11 | Dragons |
12 | Goblinoids |
13 | Monstrous Humanoids |
14 | Orcs |
15 | Reptilian Humanoids |
16 | Elementals |
17 | Fey |
18 | Giants |
19 | Magical Beasts |
20 | Outsiders |
24 | Undead |
25 | Vermin |
28 | All Races |
29 | Oozes |
30 | Incorporeal (depreciated) |
31 | Yuan-Ti |
ACR_TRAP_DESCRIPTION (string)
This setting determines what the descriptive text on the trap's disarm target will read when examined with the default "examine" command. While it may contain any arbitrary information deemed useful by the builders, it is recommended that it contain a description of what a person would see of this trap upon discovering it.
ACR Traps are currently able to be spawned through the ACR Creator, and may also be placed using the ACR Spawn System, with object type 99.
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