  | | | Interest in a snippet | Interest in a snippet 2004-08-17 - By Joshua Halls
Back I am reworking the trap code (for obvious reasons if you have ever used it). Anyway, here is what I plan on doing, just seeing if there is any interest. Will post it if there is (will go into my codebase of course).
1. Removing the trap as an object idea. Will leave in backwards compatibility, so this will work with all old traps. Instead, all traps will be stored in a linked list that can quickly be viewed to see all traps in the game.
2. The trap is actually given an uid and the uid can be assigned to 1 object only. Trap will be loaded on the fly, the uid on the object will tell the code it is indeed trapped and look for a trap when a check/disarm is triggered (mainly for those who will have a lot of traps and objects, might cause a bit of copyover/reboot time for those people)
3. Will need special tool kits to disarm some traps. Can specify this on the trap along with what tool kit you need to disarm. Sometimes having the toolkit will negate any difficulty without it, sometimes it will only remove some. This will make some traps preventable from a disarm without the proper tools to disarm it (no matter what your skill in disarm or disarm trap spell is)
4. Ability to specify damage in low-high format instead of a random x - 2x value that it is now (or was in 1.4)
5. Ability to specify a onetime setting that will only trap an item one time and never trap it again.
6. Ability to destroy the object if it is not disarmed (any item, it is set to an object not stored in an object, this in itself would be horribly fun)
7. Ability to damage everyone in the room or a single target.
8. Ability to set it to reset armed status based on object reset/area reset/or specified minutes
9. Ability to use all flags and settings already available (in 1.4 not 1.4a).
Open to any other ideas, want to use this in areas and my questing system to create a little bit of fun, would be open to any other great ideas that can kill players :-)
--Josh
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