TRAPS

Keywords: TRAPS, TRAP

Category: Items

=== USER MANUAL === Usage: install <trap> [direction] disarm <trap> Description: Traps are installable devices that watch their surroundings for movement and respond when an eligible target enters their pattern. Installing places the trap from your inventory into the current room and arms it. Disarming returns it to your inventory. Direction is required when installing line- or cone-pattern traps. For radius-pattern traps the direction is ignored. Trap Kinds: Alarm Silent to the triggerer. Sends an [ALARM] notice to the installer (if online) naming the triggerer and the trap's room. Does not damage. Claymore Detonates on entry. Inflicts the configured damage and damage type to the triggerer. Defaults to Explosive damage if no type is set. AVM Anti-vehicle mine. Same blast as a claymore, but only triggers when the entering target is mounted on a vehicle. Sentry Active turret. Scans its pattern once per second and fires on the first eligible target it sees. Pattern Shapes: Radius ... All rooms within N steps of the trap (flood-fill BFS through valid exits). Line ..... A straight walk of N rooms in the trap's facing direction. Stops at walls or impassable terrain. Cone ..... N rooms forward, widening perpendicular to the facing at each step (3 wide at distance 1, 5 at 2, 7 at 3, ...). Vertical facing degenerates to a line. Pattern size is configurable from 1 to 8 rooms. Walls and BARRIER exits block expansion in every shape. Flags: AttacksFlying Trap fires on flying targets. Without this flag, anyone affected by AFF_FLYING is immune. OnlyVehicles Trap fires only on mounted/piloted targets. Implicit on AVMs. NoFriendlyFire Suppresses installer / clan / group / faction immunity. The trap will fire on anyone who isn't otherwise immune. Viewable Standard ITEM_VIEWABLE object flag. Makes the trap surface in scan results, and leaks its trigger-range overlay onto the maps of any witness within scan range. Uses & Durability: Uses Number of triggers remaining. -1 is infinite. Decrements on each successful trigger; the trap is destroyed when uses reach 0. Durability Physical condition. Reduced by damage and wear, but not consumed on trigger. A trap at 0 durability is broken and cannot be installed. Disarm: disarm <trap> picks an installed trap up out of the current room and returns it to your inventory, leaving it inert until you install it again. The trap's facing direction is cleared, so you can redeploy it pointed a new way. - Only the original installer can safely disarm a trap. - Disarming is instant and does not consume one of the trap's remaining uses or any durability. - The trap must be visible to you in the current room -- anything that hides an object hides it from disarm as well. Friendly Fire: Unless the NoFriendlyFire flag is set, traps will not fire on targets friendly to the installer: - The installer themselves - Same clan (both must be in the same clan) - Same group or follower chain - Same faction (race-based) Anyone with the AFF_TRAP_IMMUNE affect is always immune, regardless of flags. Map Overlay: The pattern of an armed trap renders as a faint red background tint on your overhead map, marking the cells that will trigger or be hit. By default only the installer sees the overlay. Traps with the Viewable flag also leak their overlay to anyone within scan range. Notes: - A trap dropped without being installed is inert -- it does not arm until you install it. - Sentries fire at most once per second. - AVMs detect riders mounted on a vehicle but not drivers sealed inside a vehicle interior. - If the installer is offline, clan / group / faction immunity gates cannot be checked, so allies may still trigger the trap. Related Helpfiles: INSTALL, SCAN, AFFECTS === END MANUAL ===