RMMV Looking for Ideas for Traps

Kupotepo

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I create a [military] scout class's skills in my game and I try to come up with the name of the traps and the trap effect. I let you know something I tried to create turn-based trigging skills [Please do not get distracted with my mumble]. Animal hunter or ranger, outdoor survivalist experience and knowledge would be appreciated here.

I included the skills like:
Booby trap: Increase the elemental weakness of an enemy for 5 turns.
The Leg-Hold Trap: reduce an enemy defense for 5 turns.
The Snare Trap: Cause a damage for an enemy.
The Conibear Trap: Cause bleeding state to an enemy for 3 turns.

I would appreciate anyone providing any ideas. Not knowledge in this field. :guffaw:
 
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Oddball

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Another ability you could have for the scout is foraging. You could have the success of thier forages be based on like MDF or something. After using the foraging skill, depending on thier MDF an identified or unidentified plant is added to the inventory. The identified plants can have various effects to restoring HP, curing a status condition, reducing HP or aflicting a status condition. or anything inbetween. The unidentified plants can do any of those things, but it's random what they will do

Edit: Going off what i just said why not
Thorn trap - Ensnares the enemy and pokes them with thorns
Poison ivy trap - Makes the enemy really itchy and somewhat distracted
Mushroom trap - Releases lots of spores that do stuff
 
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Kupotepo

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What is foraging? I learned a long time to not guess. You meant in the context of animals searching for food. Please explain what you are referring to?
 

Oddball

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I would imagine a scout would be learned in the ways of identifying plants they can use for a wide variety of purposes, and gather such plants

Also. Read the edit to my first post
 

Kupotepo

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@Oddball, I am still confuse. Do you talking about the outside skills like collecting the plants and identity them? Then, the scout character can use those items on the battlefield. Is that the way of your thinking? That sounds like a great idea. Just make sure that is what you want to say.:kaoluv:

@Oddball, :smile: you are right that the scout is technically an explorer and an adventurer. I forget I have encourage every ideas sorry.

@Oddball, thank you for your time and your contributions to this thread.
 
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NPP6

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Pitfall - skip a turn (balance with a charge/cooldown?)
Arrow trap - dmg + light bleed
Caltrops - light bleed + slow
Tripwire - dmg based on weight (heavy = more)
Rockfall - dmg based on weight (light = more)
Landmine - elemental dmg
Local specialty - effect varies based on location

Application of poison to upgrade any trap skill
 

Pearsona

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Foraging in this context likely means the scout will look for plants and use them in battle. For example, the scout finds a poisonous plant, and uses it to poison an enemy in battle.

As for traps, what about a trap that causes sand to get into the enemy's eyes, giving them the 'blinded' status?
 

Kupotepo

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@persona, thank you for your ideas and explaining.
 

Oddball

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Quicksand trap - Impedes movment. Causes knock out after a few turns
 

Soulrender

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I use examples from Indiana Jones - The Last Crusade when Jones had to pass through traps to save his
father:

Narrow Corridor thats cutoff head:
- "Only humble man can through" - humble man walks bowed
- "Tiles with letters / name of god" - jumps over tiles to spell god's name
- "step of faith" - simple illusional trick to hide a path

in the last trap in MV you could use some floor damagin tile and cover it with events with below character priority to prevent damaging your hero. - Something like that - https://prnt.sc/t6pg45

Im using regions and scripting, because I like to have things organized so colors in editor helps me a lot.
 

Frostorm

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Lol, it seems like you just looked at the 1st google result for traps...

Here are some ideas though: (from my WoW experience, rename as you wish)
Freezing Trap - causes Frozen status effect
Frost Trap (AoE) - causes Chill (slow) status, hits adjacent targets as well
Immolation Trap - causes Burn Status effect
Explosive Trap (AoE) - deals Fire damage to target and adjacent targets

Some not from WoW:
Poison Trap - causes Poison status effect
Smoke Trap (AoE) - causes Blind status effect or simply reduces Hit %
Drug-laced Trap - causes Confusion, Berserk, or Sleep status effect (pick 1)

Utility:
Disarm Trap - self-explanatory
Awareness (Passive) - reveals nearby traps

Also here's a tutorial by Yanfly on how to implement foraging in your game:

As mentioned earlier, you could make it so some items you forage could be used in battle.
 
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Kupotepo

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@Frostorm, you know, right? That's the traps I have mentioned are the real traps used by animal hunting.
 

Wavelength

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A couple of other ideas:
  • Pit Trap: Stuns enemy for a turn or two (or if you have very fine control over mechanics, stops them from targeting anyone but themself for a few turns)
  • Explosive Trap: Deals heavy damage to the enemy and less damage to all other enemies (or to all nearby enemies if you have some kind of way to measure this)
While turn-based triggers sound okay in the sense of needing to think ahead, it's not a very exciting mechanic and it would also be somewhat useless in any battle which will end in just a couple of turns (which most "normal encounters" should). One other route you could go with the Trap mechanic would be something like placing a Trap as a on an ally (as a positive state), and when an enemy does something to that ally, the enemy who did that thing gets wrecked by the Trap! For example, the Leg-Hold trap will trigger the first time an enemy deals Physical Damage to the ally you chose.
 

Soulrender

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Also also, why not to implement "booby traps"?
 

NPP6

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Here's some more for you.
Flash Grenade - Inflict Blind/Daze/Stun/Confusion
Camoflauge - Evasion Up
Perfect Camoflauge - Evasion Up All
Distraction - Target Enemy Accuracy Down
Human Target - Evasion Sharply Increased. Taunt.
Pestilence - Sicken Target Enemy.
Acid Trap - Elemental Damge. Light Environmental Damage. Inflict Corrosion.
Gritty Fighting - Light Damage. Inflict One Random Debuff/Status Ailment.
Improvise! - Basically a MacGyver flavored Metronome.

Full Report - Incremental Charge Time. All Party Members have Increased Crit Chance for One Turn. All Party Members have Slightly Increased Crit Chance for the rest of the Encounter.

Neener, Neener - Taunt. Inflict Rage on Target Enemy. Target Enemy Accuracy Down. If "Bait & Draw" is used Next Turn, Increase duration of Effects by one turn.

Sabotage - User Evasion Down. Taunt. Single Target Enemy Skills disabled for X turns. Target Enemy Skills have permanent severe chance to fail. Target Enemy Skills have slight chance to backfire. Target Enemy Accuracy Down. Target Enemy Armor Down. Target Enemy has Decreased Initiative. Target Enemy Weapon Stats Down.

Decoy - Spawns a Friendly Unit with Taunt. Decoy cannot attack. Skill upgrades may include explosives or poisons that trigger on Enemies that damage the decoy.

Oil Slick - AoE. Enemy Evasion Down. Enemy Agi Down. Chance for Daze/Stun. Fire attacks do additional Elemental Damage to Enemies. Enemy Fire Attacks have increased Recoil. Lightning/Electrical attacks deal Fire Elemental Damage. Mechanical Enemies recieve Agi Up, Accuracy Up, temporary Immunity to Environmental Damage, and may recieve Evasion Up or Light Heal.

Hunter's Blind - Target Ally cannot be targetted for enemy attacks. Enemy AoE attacks end this effect. Target Ally damaging any Enemy ends this effect. Target Ally has incrementally increased Crit Chance based on how many turns they were under the effect of this skill.

Bait & Draw - Target Enemy will attack User on Next Turn. Until End of Next Turn, all Attacks that Damage Target Enemy have Increased/Guranteed Crit Chance.
Crossfire Pull - Sharply Boosts Evasion. Target Enemy A will attack user on next turn. If Target Enemy A's attack misses, the attack hits Target Enemy B instead.
Trap of Convenience - Evasion Up. Target Enemy will attack User on Next Turn. If there is an Overworld Trap within X Radius of Encounter,Trigger it and Apply Effects to Target Enemy.

Ambush Specialist (Passive) - Increased chance to attack first. Party attacks do increased damage if enemy hasn't taken a turn yet.
Ruthlessness (Passive) - Base Damage increases for every Status Ailment/Debuff inflicted on Target.
Fleetfooted (Passive) - Damge/Initiative increases when Evasion/Agi is boosted.
Tread Lightly (Passive) - Terrain Effects that decrease Agi, Evasion, Speed, or Initiative instead increase by equivalent amounts.
Occupation of Hazards (Passive) - Incrementally Decreased Damage from Overworld Traps. Incremental Resistance to Environmental Damage. At Higher Levels, this skill begins to effect the entire party to a lesser degree.
Frontrunner (Passive) - When Attacking First, chance to get instant Second Attack. When Attacking First, skills Instantly Complete Cooldown/Charge Time.
Surprise! (Passive) - Incrementally Increased Chance of Success and Duration boost of Status Ailments and Enemy Debuffs When Attacking First.
Oh, These Guys! (Passive) - Incrementally Increased Everything for Party when Encountering Enemies they've seen before.
Developed Tolerance (Passive) - Incrementally Increased Resistance to Status Ailments and Debuffs.
 

Papa-Beercheese

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For a Scout on the run Caltrops could be a nice addition. They are small, light and can be easily made. Historically they were used as an area denial weapon that served to slow advancing troops, cavalry, or wheeled vehicles with inflated tires. Not sure how one would program it, but I can imagine the trap would damage the enemy if they attack the player.
 

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