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Post by kokleong on Jan 23, 2007 5:56:34 GMT -5
You set off the Fire Bolt Trap! You are hit by chaos! -more- You identified the trap as Fire Bolt Trap.
Fire Bolt ... chaos?
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Post by Lipa on Jan 23, 2007 6:29:49 GMT -5
I'm just guessing here but... perhaps you're playing a Zulgor? If I'm not mistaken, everything is turned to chaos if you're playing that race. So you stumble upon the Fire Bolt Trap, but you're actually hit by chaos.
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Post by Variaz on Jan 23, 2007 8:58:37 GMT -5
The bug was recently reported in a post, and was reported as well in the past. However, it won't be fixed until I remake the entire traps code. And right now, traps are not my priority, so it may take a while. Traps really don't do much anymore... time to rewrite them, and make them a bit deadlier!
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Post by kokleong on Jan 23, 2007 10:30:07 GMT -5
@lipo Yeah, my human monk died and didn't feel like playing a naked character. So I'm working on a Zulgor now. I suspected that it's a side effect of the race hence the '?' in the subject.
@variaz I only do quick scans of the subjects so sorry if I missed the previous reports. This is also why I try to make meaningful subjects.
If you're gonna make nastier traps could you bring back the disarm, pick lock and all those general theiving skills?
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Post by Variaz on Jan 23, 2007 10:51:28 GMT -5
The Thievery/Rogue Mastery abilities will most certainly give bonus versus traps as well, and the Rogue in general will be the best disarmer. Ranger and Stalkers might also get some small bonuses... Maybe a "Thievery" skill too, but then, there would have to be other benefits to make it worthy... like, perhaps, some locked chests that can only be opened with a good Disarm skill, and containing valuable items...
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Post by nork on Jan 23, 2007 22:37:37 GMT -5
I wouldn't make it a skill, but make a rogue class ability ( I will explain in a sec). If you make it a skill it would be to easy for every one to pick up. Here is how I would do traps....
Give traps a challenge rating like you do every other contest in the game where the player gets a random number between 1 and Dex and the trap gets a random number between 1 and difficulty rating. The rogue ability could add a multiplier to the player's Dex check for the disarm check. This would make it a lot easier for a trained rogue to disarm traps (but it should be like that). If the player fails the disarm check by to much then the trap goes off. If the player makes the check then the trap is disarmed.
I'm not sure how easy that would be to code, but it seems like a good start.
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Post by Variaz on Jan 24, 2007 9:31:10 GMT -5
That's exactly how I wanted to implement it, however, it would have been a "contest"(I like that appelation! based on the player's dex AND int. After all, you need Int to figure out how the trap works, and dex to actually disarm it... A Disarm spell would use the spell's power instead of the player's stats. That would be easy to implement!
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