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Trap Revisions


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#1 GeN1e

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Posted 11 June 2010 - 01:54 AM

File Name: Trap Revisions
File Submitter: GeN1e
File Submitted: 11 Jun 2010
File Category: Miscellaneous Released Mods

This mod heavily overhauls the system of laying traps in Baldur's Gate 2:

- when a thief character activates the Set Trap ability it opens the dialog window,
where, depending on circumstances, you will be offered several options
- power of snares depends on Set Traps skill rather than character level
- skill check to determine the success is removed
- hardcoded limitation of maximum 7 active snares per area is removed
- planting a trap now costs gold
- new HLAs and types of traps are introduced
- several changes are applied to the Bounter Hunter thief kit

Click here to download this file

Retired from modding.


#2 GeN1e

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Posted 11 June 2010 - 01:57 AM

//////////////////////////////////////////////////////

//// Character Classes

//////////////////////////////////////////////////////





  All Thieves



  - Can lay Arrow Traps, Poison Darts Traps and Lightning Bolts Traps

  - Can select Spike Trap as HLA

  - Can select Firebomb Trap as HLA

  - Can select Trap Mastery as HLA up to five times

  - Can select Set Snare as HLA up to five times



///////////////////////////





  Bard



  - Can no longer select traps on the HLA screen



///////////////////////////





  Mage/Thief



  - Can lay Arcane Traps instead of regular ones

  - Can select Magic Trap as HLA (multi-class only)



///////////////////////////





  Fighter/Thief/Mage



  - Can lay Arcane Traps instead of regular ones

  - Can select Magic Trap as HLA



///////////////////////////





  Cleric/Thief



  - Can lay Divine Traps instead of regular ones



///////////////////////////





  Bounty Hunter



  - Can lay Alchemical Traps instead of regular ones

  - Can select Trap Mastery HLA up to ten times

  - Receives two additional uses of Set Snare ability on the 1st level

  - Bonus to Set Traps skill obtainable at 1st level is increased to 25

  - No longer receives Set Special Snare abilities



///////////////////////////









//////////////////////////////////////////////////////

//// Progression

//////////////////////////////////////////////////////





Set Traps skill requirements for power levels of snares:



----------------------------------------------------------------------------------------

  level       |   1    2    3    4    5    6    7    8    9    10   11   12   13   14  |

--------------|------------------------------------------------------------------------|

  basic       |   0    10   25   45   70   100  135  175  220  270  325  385  450  520 |

              |                                                                        |

  advanced    |   50   70   100  140  190  250  320  400  490                          |

              |                                                                        |

  expert      |   100  130  175  235  310  400  505                                    |

              |                                                                        |

  master      |   100  140  200  280  380  500                                         |

----------------------------------------------------------------------------------------



basic    - Arrow

advanced - Poison Darts, Alchemical, Divine

expert   - Lightning Bolts, Arcane, Magic

master   - Spike, Firebomb, Acid



While only 250 points can be invested in Set Traps skill, not counting racial and

dexterity bonuses, thief characters can attain Trap Mastery HLA ability, each purchase

of which adds 25 bonus points.











//////////////////////////////////////////////////////

//// Traps' Description

//////////////////////////////////////////////////////





//  Arrow



Cost: 50

Trigger Radius: 40'

Area of Effect: 1 creature within 40'

Save: Breath negates



Target must save vs breath at -3 and additional -1 for every three levels thereafter or

suffer 1d4 missile damage plus 1d4 per level of the trap.



///////////////////////////





//  Poison Darts



Cost: 250

Trigger Radius: 15'

Area of Effect: 30'

Save: Special



When triggered, the trap will release a great number of poisoned darts. Targets take 1d3 missile

damage and need to save vs poison at -3 or take 1d6 poison damage for 1 round per level of the trap.



///////////////////////////





//  Lightning Bolts



Cost: 1000

Trigger Radius: 35'

Area of Effect: 40'

Save: Breath for half



When triggered, the trap will shoot magically enchanted bolts at enemies in a rapid succession.

If all targets are destroyed and there are unfired bolts remaining, the device will await for

new targets to arrive. The number of bolts loaded is 3 plus 1 per level of the trap. Bolts never

miss and deal 1d8+2 missile damage plus 4d4, save vs breath for half, electrical damage.



///////////////////////////





//  Alchemical



Cost: 500

Trigger Radius: 15'

Area of Effect: 30'

Save: Poison partial



As far as the different principle of using traps allows, I'm trying to match the Alchemical Trap

from the Rogue Rebalancing mod.



When triggered, this trap will explode a white cloud of alchemical mixture. The cloud inflicts 1d4

of non-lethal damage and another 1d4 per level of the trap. If target's hit pionts drop below 0 it

will fall unconscious instead of dying. In addition, targets must save vs poison or suffer from

following effects:



1st trap level - daze (-1 to attack and damage rolls and saves)

2nd trap level - slow (50% movement speed, DEX bonuses are negated)

3rd trap level - nausea (halves the amount of attacks per round, 50% spellcasting failure)

4th trap level - pain (-2 STR)

5th trap level - blindness

6th trap level - feeblemindedness

7th trap level - stun

8th trap level - unconsciousness

9th trap level - paralysis



All effects are cumulative and last for four rounds.



Undead, Constructs, Elementals, Slimes and Mists are unaffected by damage and additional effects.

The doze of antidote taken in advance allows the Bounty Hunter and his friends to avoid ill effects

caused by the mixture.



The saving throw difficulty is increased by 1 with every ten experience levels of the character.



Only Bounty Hunters may use this trap.



///////////////////////////





//  Divine



Cost: 500

Trigger Radius: 15'

Area of Effect: 30'

Save: None



When triggered, this trap will damage all opponents for 3d4 damage, plus 1d4 per level of

the trap. Due to it's divine nature, the damage cannot be resisted or reduced through any means.



Only Cleric/Thieves may use this trap.



///////////////////////////





//  Arcane



Cost: 1000

Trigger Radius: 40'

Area of Effect: Special

Save: Special



This trap can store one wizard spell and cast it normally when triggered. Unique design

allows to release contained arcane energy up to three times, however it also comes with a

drawback - there is a delay before the trap will activate. Following spells can be stored:



1st trap level - Grease and Sleep

2nd trap level - Horror, Stinking Cloud and Web

3rd trap level - Remove Magic and Slow

4th trap level - Confusion, Emotion: Hopelessness and Greater Malison

5th trap level - Cloudkill, Hold Monster



All previous options are also available at higher trap levels. There is a danger, however, as

while the device is able to direct the arcane energy at enemies, it possesses no intelligence

to control it, therefore those spells that would normally affect only enemies of the caster

will no longer differentiate between friend or foe.



Only Mage/Thieves or Fighter/Mage/Thieves may use this trap.



///////////////////////////





//  Magic



Cost: 1000

Trigger Radius: 35'

Area of Effect: 40'

Save: None



When a hostile being nears the orb, it will unleash a torrent of magic missiles upon enemies

in the vicinity. Missiles are released in waves with half-second delay and deal 1d4+1 points

of magical damage each. The number of waves is five plus two per level of the trap and each

wave hits all visible opponents with one missile. Due to it's arcane nature, the damage is

susceptible to target's magic resistance and spell protections, which may prevent it from

coming through.



Only Mage/Thieves or Fighter/Mage/Thieves may use this trap.



///////////////////////////





//  Spike



Cost: 2500

Trigger Radius: 2'

Area of Effect: 1 creature within 2'

Save: Breath negates



When a hostile being triggers the trap, they will be impaled for 8d10+2d10/level points of

piercing damage. Target is entitled to make a saving throw vs breath at -10 penalty to avoid

damage.



///////////////////////////





//  Firebomb



Cost: 2500

Trigger Radius: 2'

Area of Effect: 30'

Save: Special



When a hostile being triggers the trap, it will detonate into powerful fireball, scorching

everything within the blast radius, friend and foe alike, for 9d6+1d6/level points of damage.

Those who make a save vs breath at -3 penalty receive only half of the amount. In addition,

the force of the explosion will blow it's victims away for 10' per level, knocking them

unconscious for half a round per trap level unless they make a save vs death at -3 penalty.

Fire resistance, if any, may reduce the damage, but will not protect against the blast wave.



Exceptionally massive creatures, such as Dragons, Giants, Ettins or Golems are unaffected by

the blast wave.



///////////////////////////





//  Acid



Cost: 2500

Trigger Radius: 2'

Area of Effect: 30'

Save: Breath negates



As far as the different principle of using traps allows, I'm trying to match the Acid Trap

from Rogue Rebalancing and Refinements mods.



When a hostile being triggers the trap, it will explode a dense cloud of acrid vapors

engulfing creatures caught within, friend and foe alike, for the duration of two rounds

plus half a round per level, unless they save vs breath at -5 penalty. Those who fail to

make their save will take 2d6 points of acid damage and suffer -1 penalty to Armor Class

for five rounds and 50% movement speed penalty for half a round.



///////////////////////////











//////////////////////////////////////////////////////

//// HLAs

//////////////////////////////////////////////////////





  Trap Mastery



  As the rogue's expertize grows, he learns to utilize ensnaring devices to greater effect.

  Each time he acquires the Trap Mastery ability, his Set Traps skill increases by 25 points.

  This bonus stacks with the natural skill investment and may be taken up to five times.



///////////////////////////





  Set Snare



  As the rogue's expertize grows, he learns to construct ensnaring devices from the greater

  variety of materials. Each time he acquires this ability, he receives an additional use of

  Set Snare per day. This ability may be taken up to five times.



///////////////////////////





  Spike Trap



  This ability allows the rogue to learn how to plant a heavy spring-loaded spike into the

  ground. When a hostile being triggers the trap, they will be impaled for 8d10+2d10/level

  points of piercing damage. Target is entitled to make a saving throw vs breath at -10 penalty

  to avoid damage.



///////////////////////////





  Firebomb Trap



  This ability allows the rogue to learn how to plant a device charged with highly unstable

  substance. When a hostile being triggers the trap, it will detonate into powerful fireball,

  scorching everything within the blast radius, friend and foe alike, for 9d6+1d6/level points

  of damage. Those who make a save vs breath at -3 penalty receive only half of the amount. In

  addition, the force of the explosion will blow it's victims away for 10' per level, knocking

  them unconscious for half a round per trap level unless they make a save vs death at -3 penalty.

  Fire resistance, if any, may reduce the damage, but will not protect against the blast wave.



  Exceptionally massive creatures, such as Dragons, Giants, Ettins or Golems are unaffected by

  the blast wave.



///////////////////////////





  Acid Trap



  This ability allows the rogue to learn how to plant a device loaded with highly vitrolic

  alchemical mixture. When a hostile being triggers the trap, it will explode a dense cloud

  of acrid vapors engulfing creatures caught within, friend and foe alike, for the duration

  of two rounds plus half a round per level, unless they save vs breath at -5 penalty. Those

  who fail to make their save will take 2d6 points of acid damage and suffer -1 penalty to

  Armor Class for five rounds and 50% movement speed penalty for half a round.



///////////////////////////





  Magic Trap



  This ability allows an adventurer versed both in arcane knowledge and trapping techniques

  to learn how to conjure a floatnig shimmering orb, fine tuned to trigger at enemy's approach.

  When a hostile being nears the orb, it will unleash a torrent of magic missiles upon enemies

  in the vicinity. Missiles are released in waves with half-second delay and deal 1d4+1 points

  of magical damage each. The number of waves is five plus two per level of the trap and each

  wave hits all visible opponents with one missile. Due to it's arcane nature, the damage is

  susceptible to target's magic resistance and spell protections, which may prevent it from

  coming through.



///////////////////////////

Retired from modding.


#3 Lollorian

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Posted 11 June 2010 - 06:58 AM

Woah! :woot:

Would this be compatible with aTweaks/RR??

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#4 dreamer2007

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Posted 11 June 2010 - 08:00 AM

Congratz on the release! :cheers: It seems like a very nice and promising mod :)

#5 Jarno Mikkola

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Posted 11 June 2010 - 08:34 AM

Would this be compatible with aTweaks/RR??

Yes... at least from the looks of it's .tp2 file.

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#6 GeN1e

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Posted 11 June 2010 - 12:46 PM

Would this be compatible with aTweaks/RR??

Yes, been coded that way.

I'm not entirely convinced about some of traps. I don't like all the Arrow; Poison might need a small boost for low levels; Lightning is, uh, devastating against wizards. Perhaps it should be blocked by weapon immunities?


The Spike

Posted Image


Posted Image
As you can see, the damage is delivered slightly faster than the animation is played. I went as far as to try and re-draw the BAM, but... Let's just say I'm not exceptionally good at that.

Posted Image



The Magic

At first I wanted to fire multiple missiles (the engine allows for up to 11), but after a couple of slide shows it has managed to CTD everything else altogether. So it shoots only one missile per target.

Target dudes are about 100 HP each.
Posted Image


Posted Image


Posted Image


Posted Image


Posted Image

Edited by GeN1e, 11 June 2010 - 12:50 PM.

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#7 Lollorian

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Posted 11 June 2010 - 04:24 PM

Thanks :) (pics = awesome! :woot:)

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#8 Miloch

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Posted 12 June 2010 - 01:44 PM

Nice stuff (in theory anyway - haven't looked at any of it :P).

As you can see, the damage is delivered slightly faster than the animation is played. I went as far as to try and re-draw the BAM, but... Let's just say I'm not exceptionally good at that.

Use a delayed timing mode with the damage so that it doesn't happen until after the BAM is done playing. Or if you want to mess with how the BAM plays out, you can try making a VVC out of it, but that probably isn't necessary.

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#9 GeN1e

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Posted 12 June 2010 - 02:12 PM

Use a delayed timing mode with the damage so that it doesn't happen until after the BAM is done playing.

Don't hold me in such a low esteem. The 1 sec delay you can set in SPL is too long, and while the PRO allows for better timing, it still executes the BAM and EFFs at the same time.

A PRO shell could possibly have taken care of it. Let's see... if we play BAM normally and 146 another PRO, with a delay matching the VVC... Well, it might work I guess. But then we have Skull Traps exploding instantly when planted onto somebody's head, yet their PRO's delay does kick in if nobody's near. I'll see if I can get it to work, but I'm not too optimistic.

As for re-structuring the VVC, I've tried to re-draw a BAM but then have realized it still would need time to dig itself out.


PS
And I have totally forgotten - pics show blue missiles because I've change the color locally ages ago (don't like red MMs). Unless you've done the same, yours will be red. Although, since it's a single missile, making a custom blue-missiled PRO is possible.

Edited by GeN1e, 12 June 2010 - 02:18 PM.

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#10 Miloch

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Posted 13 June 2010 - 10:47 AM

Why would you need to redraw the BAM? Couldn't you just drop or add some frames, or do you not like the way it looks?

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#11 Shaitan

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Posted 14 June 2010 - 04:55 AM

Wow

#12 yarpen

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Posted 14 June 2010 - 07:24 AM

Woah. This stuff is just epic and a lot more enjoyable than original trap's system. I think it needs some reibalancing, some of the abilities (Divine Trap, Magic Trap) don't suit my personal taste but still, it's coding diamond :) Thanks Ardanis!

#13 GeN1e

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Posted 14 June 2010 - 08:00 AM

If you have suggestions on the balancing, I'd be most appreciating them. It's been already proposed to make the monetary cost optional.

Other than that, I dislike the most the Arrow, but just don't know what to do with it. Perhaps leave it's damage somewhere within 2d4-4d6 but make better pregression for the saving throw.
Poison Darts - I probably have forgotten about it, it's better start with 3-4 rounds, not 1.
Lightning Bolts - have obliterated a couple of wizards, is really OP against low-hp chars.
Alchemical - three last effects are pretty much the same, I figured it would reduced the chance of random immunity blocking complete immobilization.

I've also had a thought about allowing weapon immunities (innate, Mantles, etc.) to protect against projectile traps.

Edited by GeN1e, 14 June 2010 - 08:01 AM.

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#14 yarpen

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Posted 14 June 2010 - 09:48 AM

So, few thoughts about balancing...

Saving Throws
All of the traps have very severe Saving Throw modifiers. Well, Arrow Trap which STARTS at -3? Damn, that makes them nearly impossible to be avoided for a long time - even at high levels they are going to be nearly sure to hit. Well, this 100% chance was main and only advantage of traps in BG2. I think that this standard modifier should also depend on trap - for example Arrow trap should start with 0, with -1/3 levels.

Damage
Most of traps have quite outstanding damage outcome. Especially Lightning Bolt as you already said. Traps shouldn't be killing enemies, rather make them weaker and easier to defeat. That's why some damage reduction and adding interesting, secondary effects would be welcome.

Secondary Effects
Divine Trap begs for one. Clerics aren't damage-dealers type of characters but have a lot of supportive spells. What do you think about Invisibility Purge effect (glyph which works like Alarm).
Magic Trap, well, am I the only one who thinks that those weaves of Magic Missles are quite ridicolous? What about a sort of Spell-stealing ability, which removes some spells from enemie's repertoire and refreshes our scoundrel's spellbook? I think that'd be far more interesting.

#15 sotona

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Posted 23 June 2010 - 08:33 AM

Secondary Effects
Divine Trap begs for one. Clerics aren't damage-dealers type of characters but have a lot of supportive spells. What do you think about Invisibility Purge effect (glyph which works like Alarm).


I don't agree on clerics aren't damage-dealers, but this particular trap surely begs for some uniqueness.

Magic Trap, well, am I the only one who thinks that those weaves of Magic Missles are quite ridicolous? What about a sort of Spell-stealing ability, which removes some spells from enemie's repertoire and refreshes our scoundrel's spellbook? I think that'd be far more interesting.

You suggesting a high level trap that will work only against spellcasters? Now, that is quite ridiculous! :) I'd leave the MMs as it is.
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#16 ScuD

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Posted 30 October 2010 - 10:35 AM

Can you have a look at this DEBUG file? I cannot install the mod using latest WeiDU 223.

Attached Files



#17 GeN1e

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Posted 30 October 2010 - 11:34 AM

looks like WeiDU. Until it's resolved somehow, using a version prior to v221 should work.

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#18 -Sameth-

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Posted 14 April 2013 - 11:26 AM

Sorry for disturbing, but can anyone tell me, how to install this mod? I keep getting an error, debug file there:

http://www.filedropp...m/setup-traprev (I couldn't find a way to upload it directly)



#19 -JitterBug-

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Posted 10 August 2014 - 04:49 AM

I like the look of it and think I'll give it a spot in my override but got a couple thoughts. I'd like it were the poison darts got harder saves to make as you level up your traps similarly to the arrow trap. Don't like the look of the divine trap, maybe make it as yarpen suggested and make it purge invisibility, I'd like it if it had a duration that scaled with level have it "divine" provide visual, dispel illusions, and maybe magic though I'd not have it dispel magic every round and maybe reserve the effect for higher levels of trap setting. Think that would make it interesting I'd place it before were I intend to be engaging or perhaps were my melee combatants will be. The true seeing effect and visual range boost would provide a advantage to ranged to units. I'm hesitant on the idea of it dispelling magic but at the same time like the notion of a divine trap providing an advantage to melee charterers within range of its affect, maybe add another divine trap so as to provide an on the field buff of some sort. Do the waves of magic missiles drain spell shied? If so that'd be cool though perhaps a bit tedious since magic missiles is a level one spell, still if it drains levels of spell shield it provides another layer to tactical combat. Not big on the arcane trap either spend 1k to have a wizard spell that doesn't differentiate friend or foe. aha went back and reread it, and saw it cast the spell up to 3x, not sure if thats one cast per round or all at once. 3 greater malisons could be pretty useful, though if i have to stay out of the area for 3 rounds or risk bringing down upon me, less desirable but I can imagine some uses for it. 



#20 Sergio

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Posted 10 August 2014 - 07:53 AM

so, how does this work with rogue rebalancing and Refinements? :D

Edit: I was answered privately:

"RR and Refinements should go first in the install order. The only real issue is with Chosen of Cyric component, otherwise it's just a matter of Bounty Hunters not getting a full upgrade".


Edited by Sergio, 10 August 2014 - 04:11 PM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.