Traps on doors

Discussion in 'General Modification' started by Agetian, Aug 3, 2005.

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  1. Agetian

    Agetian Attorney General Administrator

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    In case no one noticed, there is a conventient way to put a trap on pretty much any mobile/static object (besides scenery and certain item types...). You can assign the san_trap standard action to use a certain script ID and trap ID. For example, assigning the following line to san_trap of a door will make the door trapped with a scythe trap:

    32007 8 0 0 0

    In the above line, 32007 is the script file index (py32007... .py), and 8 is the index of a trap in the TRAPS.TAB file (points to TRAP_SCYTHE line - go figure). I think that you can even put traps on certain items using the above-mentioned technique.

    Note that there are different types of traps in TRAPS.TAB that have different activation triggers specified (san_unlock and san_use, for example).

    Enjoy!

    - Agetian
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thanks Agetian.

    I was wondering last night, what do those '0 0 0 0's mean after the py reference? U just explained one of them, any others use anything other than 0 or have any reason to that you know of?
     
  3. Agetian

    Agetian Attorney General Administrator

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    All those 0's go back to Arcanum. If you ever modded Arcanum it'll be real easy for you to understand them: they are four counters (or whatever they were called) that serve as parameters passed with the script. In Arcanum they were a lot more useful, in ToEE they are mostly always zeros (since there's no direct (known) way to check for them anyway). They only standard action that I know of in ToEE that makes use of the counters is 'san_trap'.

    - Agetian
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thanks Agetian.

    "Temple of Elemental Arcanum" strikes again!
     
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