Hmm I was just wondering if it's possible, I knew there was something missing in the game. Though I'm no modder, I presume that one should probably do some kind of an interactive mesh/placeable which could be put on ground and then add a script that would trigger it, right? BTW I'm not telling you to do it, or anything like that. This is only a hypothesis.
Though, if you did that, wouldn't it be a bit of a pain to detect the traps? I mean, as it stands now, traps are only on chests. It makes it simpler. Find a chest, check it for traps. But, if they're floor traps, they could be anywhere at all, making it far too much of a nuisance to search every single time. They'd have to re-code the game to make it like BG, where traps are automatically detected by rogues when they come within a certain range. Which, as far as I know, is impossible at this point.
Hmmm... well as you said, there was a script that would let rogues detect them when they near. So, wouldn't it be possible to make another script that would trigger, in let's say 15feet radius, a Spot check telling you that a trap is nearby (some thing like a trap sense)? Then you'd have to look for traps (Search Skill) and disarm them, it sounds reasonable to me. Too bad I'm layman when it comes to modding.
Why should traps be easy to detect? Doesn't that defeat the whole purpose? And I think I remember a thread a while back talking about a way to do this exact thing - I'm guessing we'll see it in KotB soon enough. Oh, and since the search skill seems to fire automatically to detect secret doors, I'd guess it is at least possible to modify the script to also check for traps. But a modder would have to answer that for sure.
The search skill rolls a d20 when u wander past (I put a secret door in KotB the other day, thinking it would be cunning and only detectable if u did a concentrated search - the first person who wandered past rolled a 20 and found it :yawn: ) Using concetrated search does a 'take 20' if I am not mistaken. So yeah, just having traps lying around that can be picked up if u wander past and moreso if u search is entirely feasable. Now, as for doing them: Agetian actually did a thing whereby scripts could be attached to specific tiles, not just objects. So yeah, we have the capacity to do these things, but whether anyone has used it yet I don't know. Edit: Vis-a-vis BG: one thing about that game that pissed me off no end was the pathfinding issues with traps - your players would stupidly walk straight over the top of discovered traps despite it not being the kwikest route to get where they were going, jut because of the faulty pathfinding (moreso in TotSC I guess, but certainly in BG as I played it). That is, you would discover a trapped area, tell them to go in the other direction, the guy at the back would run into the guy in front and think "thats blocked, better go round" and walk straight over the trap before you could blink. While ToEE sensibly allows characters to walk through each other (outside combat), it would not have anything inherent in its pathfinding to mark traps as 'avoid unless ordered into it' sorta areas and would probably also spawn some horror moments where your characters wandered into the trap for no reason.
Wait. All characters make an auto search check? That's an elf-only feature! One of the main reasons I play one. That sucks, man...
All characters seem to make checks for secret doors - my human rogues and dwarf barbarians find them all the time. IIRC, elves do have a bonus to the checks, but if your skill is high enough, anyone should find them.
No. Check the PHB 3.5. All Elves have the ability to automatiaclly search for secret doors when walking within 5 feet of them, on top of the +2 bonuses to Search, Spot, and Listen checks. Don't quibble with me about Elves. You will lose. :cool2: Also, I believe Dwarves get an enhancement bonus to search and spot checks involving stone, including searching for most kinds of secret doors, so I can understand them getting an auto search check. But everybody? No. That's not fair. Not in the slightest.
Ah forgot about that one. And just like you said, Elves can discover them automatically when they are 5 feet near, so this does not exclude other races from rolling, however the DM's guide (I think) says that you roll for spot/listen/search either when you want to or when the DM tells you so because you might have heard/spotted/found something. The DM might tell you to roll, but an Elf does this always.
Why is it not fair that an experienced, high-level character of any race who has invested a lot of time and training (e.g. skill points) not have a chance to notice a secret door - especially if that door was poorly constructed (low DC) or more especially if the character is a rogue whose life often depends on noticing exactly that kind of detail? I don't get the idea that an elf is the be-all, end-all of non-stonework secret door detection. A bonus, fine: elves are naturally gifted to be better than other races at seeing the fine details that give away a secret door's location. But to deny other races even the opportunity of noticing one without active searching? Seems a bit unreasonable, IMO. I think Troika got this one right.
Well, you do have a valid point. However, I think it's clumsy just to say "Well, it's not fair only one race gets it, so let everybody be able to!" Then that's just taking something that's a good feature of the Elf race and giving it to everybody, essentially weakening the race entirely. Now, I think that other people should be able to find secret doors, albeit with some guidelines. Such as, any character can notice a secret door of a certain DC (say, up to 20 to notice), but only Elves and Dwarves (if the door is stonework) will be able to notice a secret door of any higher DC. Y'know, kinda like how Traps work. Anybody can spot them, but it takes a Rogue to be able to get them above a certain DC. EDIT: By the way, you do realize we're talking about finding secret doors passively, right? I'll remind you that anybody at all can actively search for secret doors. They just have to stop and look around to do it instead of just by walking by. :thumbsup:
I found my old thread about scripting on-ground traps and moved it to the ToEE Toolset Project forum (and stickied it there), so if someone wants to try to work something off of that code, it's available for you right there. - Agetian