Content Creation: Traps

Development of standard ALFA palettes (ABR)

Moderators: ALFA Administrators, Staff - Technical

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Ronan
Dungeon Master
Posts: 4611
Joined: Sun Feb 20, 2005 9:48 am

Content Creation: Traps

Post by Ronan »

Trap types are located in traps.2da. The damage, saves, etc. for each trap are detemined by its script.

Also, each trap should have the following scripts set in its events, without exception:
  • acr_trp_onclick
  • acr_trp_ondisarm
  • acr_trp_ontraptriggered
  • acr_trp_onheartbeat
  • acr_trp_onenter
  • acr_trp_onexit
  • acr_trp_onuserdefinedevent
New configuration options:
ACR_TRP_UNRECOVERABLE local integer
If nonzero, the trap cannot be recovered, but only disarmed. If zero (the default) it can be.

Do we want the traps as close as we can get them to 3.5? I'm not sure... discuss please.
Thangorn
Haste Bear
Posts: 2081
Joined: Fri Oct 01, 2004 1:00 pm
Location: Queenstown, New Zealand

Post by Thangorn »

I'm checking to see if we have any alfa documentation on traps atm..

I think if it turns out we dont have anything, use 3.5 and if it ends up being too hardcore/too low in base mod testing, we nerf/twink and make it alfa standard.
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
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