- Oct 13, 2015
- Reaction score
- First Language
- Primarily Uses
There is no way to actually see them. To see them you use your character's perception score. If it's high enough vs the trap you will spot it. Here is a demonstration of spotting and disabling it. (although there is a mistake in the video where 1 trap is outside the wall, I moved that for testing, it will be moved back in the finished trap)
So basically what I do is put down some trap tiles containing this script. It first rolls to see if the tile will have a random trap. If so it then rolls a perception check. This check rolls against your rogue's perception score. If you don't see it, the trap is set off and you take damage. If you DO see it, then the game checks your energy (used for actions like this in the game). If you have enough energy (4 in this case) then it asks you if you'd like to attempt to disarm. If so, it checks if you have thieves' tools in your inventory, if so it then rolls a Deftness check against the trap, if successful you disable the trap. during the disabling it rolls against breaking the tools, and if so it removes 1 from your inventory (which happened in the video, although it's a 1/10 chance for this trap)
I made traps this way because my dungeons are semi randomly generated. The map itself is always the same, but where ore spawns, chests, enemies and what types, shrines, etc. is always completely random.