Damage Traps

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Moderator: Bigby

Traps that damage?

Poll ended at Fri Jan 26, 2007 12:44 pm

Don't bother putting them in.
3
60%
Let them keep the player at 1 hp.
2
40%
 
Total votes: 5
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Rary
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Damage Traps

Post by Rary »

These would be easy to add in if they didn't kill people. Maybe leave the person at 1 hp.
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Casas
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Post by Casas »

If it can't kill them, remove them. Traps still attack out of range PCs more than in range.
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Post by Rary »

Technically I can have it not work on out of range people real easy, but it would still set off the trap. But yes, this can be abused against those out of range.
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Casas
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Post by Casas »

Out of range trap trigger-ers is a real irritant at the moment. It's on the fast track to piss-everyone-off. Need to find someway to fix this problem.
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Rary
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Post by Rary »

My only guess to fixing it is either not effect the out of range or just lower the DC by half for out of range people.

Let me know on those.
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AntiChristMofo
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Post by AntiChristMofo »

why are you setting the damage traps so it can only put somone on 1hp? because if theres anymore that char could just run over them and not even die even tho he fialed the saves
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Post by Rary »

AntiChristMofo wrote:why are you setting the damage traps so it can only put somone on 1hp? because if theres anymore that char could just run over them and not even die even tho he fialed the saves
Because when they die to a trap. The server technically kills them, so the trapper gets no credit or the team for the kill. Taking them to 1 hp would then let the trapper or anyone else finish them.

I figured that I can put in the player death script to check and see if trap killed them, then just get traps setter, but this wasn't working because the trap is destoryed before it kills them.
A95

Post by A95 »

I'd like to see some more range of traps. The current ones are so repetitive.

Polymorph Traps need more forms to shift into.

Maybe something a bit more realistic for damage traps like trap is run over and the person fails and takes 5+1/2 the rogue level of the trapper making a save each time they take damage so if they save it they take no damage and don't take anymore. Kindof like infestation of maggots with the save idea or you could make traps that eat away 1 con each round making the person make a save each round. That is sortof like damage.
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AntiChristMofo
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Post by AntiChristMofo »

but cant you make a script to fix that becauze NWN the game you can kill people with the traps and still gain exp so there must be away

and i agree with you a95 we should try and make more traps
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Post by Xardex »

Sneakers are already enough hard and annoying to kill, especially when 90% of them runs away, hides, and strikes, and does that all and all over again and again. I vote no, for this will make them even more annoying and harder!
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Post by Rary »

A95 wrote:I'd like to see some more range of traps. The current ones are so repetitive.

Polymorph Traps need more forms to shift into.

Maybe something a bit more realistic for damage traps like trap is run over and the person fails and takes 5+1/2 the rogue level of the trapper making a save each time they take damage so if they save it they take no damage and don't take anymore. Kindof like infestation of maggots with the save idea or you could make traps that eat away 1 con each round making the person make a save each round. That is sortof like damage.
Any damage traps, even ones that do 5 damage will not register the trapper as killing him.
but cant you make a script to fix that becauze NWN the game you can kill people with the traps and still gain exp so there must be away
The game engine does that and I can't work with that at all. See the problem with the dying part is I can't make a script to see if the person will die or not. The closest thing is will damage be higher than current HP's, but that doesn't count any DR at all. Thats something I tried but it was messing up with Gnarr and all.
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Casas
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Post by Casas »

Putting them at 1 HP is an even worse idea than killing them.
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Post by Rafael »

I voted for no because traps already are painful for effys for example when Gnarr is on with his harper xD Besides sneaks don't need dmg traps.
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AntiChristMofo
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Post by AntiChristMofo »

why dont sneaks need damage traps then?
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Musekaze
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Post by Musekaze »

add them. NOW

just make tehm not afffect out of rangers, but the trap can still be triggered, or maybe if it doesnt even trigger if that can be done. but any trapper is foiled by someone with find traps. if they know a trapper is on, they'll have some stocked.

i've always wanted some of my sneaks to use dmg traps. they get decent DC as well.

but i miss them even though i abrely played when they existed. but add something to avoid suiciders, even though id love to make one. itd be so much fun. But then again, anyone in area of the trap is dmged and if the traps kill, sneak gets cowed. but if they left at 1 HP, then the enemy gets a better chance at killing them. and suiciders are impossible if the trap doesnt kill.

just keep at 1 HP. then maybe add a save or something and if they fail they get 1 magic dmg coming from the trapper somehow. then pts are still rewarded.

but then how do the death traps work? they give out pts etc.
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