I've located the default code that handles traps (in traps.zip go figure...). Now that I can access the trap code I can inject my own code into the trap process and package that up into the campaign. This allows me to do all kinds of fun things, like make non-conductive thieves tools to avoid electric damage and extra long tools so the rogue can work at a distance and avoid spike traps. This allows me to create a new category of item, thieves tools specialized for handling specific trap types. Since the tools still get used up it allows a one time "bypass" if the rogue has a set that matches the trap type. Tools that do not get used up versus traps are also now doable, so our rogues can now have a favorite set of tools instead of the disposables. This makes the thieves tool a much more significant item, both from a gameplay standpoint and from a role playing standpoint since you can now invest time in giving a set a story. ("You found the personal tool set of the Guildmaster!") Purposed tool sets are now also possible, such as a set that is +5, but only versus fire traps.
The other good thing about finding the trap code is that I can now use it in conjunction with the pickpocket system I have, so npcs will be able to trap their pockets to guard against thieves. Theoretically, the system could also be used to allow a pc to trap their own pockets for multiplayer or a PW, but I don't need that functionality for Crimmor.
I can't say I've done anything with the trap code yet. I've been working on another unrelated scripting project for Crimmor that's much more complicated but promises far greater results.
Looking good Kamal.
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