Works similar to door traps but are a part of an object, and can trigger several different ways. These perfectly complement Ilsie's door traps so we'll have a variety of ways to set traps. Works like this:
In the obj file: After the extra description fields and before the apply fields here's a new field for trapped objects. These fields are optional and work just like the 'E' and 'A' field, although you can have only one 'T' field. Example:
[trigger type] [damage type] [charges] [level] [#die][die damage]| TRAP_EFF_MOVE | 1 | /* trigger on movement */ |
| TRAP_EFF_OBJECT | 2 | /* trigger on get or put */ |
| TRAP_EFF_ROOM | 4 | /* affect all in room */ |
| TRAP_EFF_NORTH | 8 | /* movement in this dir */ |
| TRAP_EFF_EAST | 16 | |
| TRAP_EFF_SOUTH | 32 | |
| TRAP_EFF_WEST | 64 | |
| TRAP_EFF_UP | 128 | |
| TRAP_EFF_DOWN | 256 | |
| TRAP_EFF_OPEN | 512 | /* trigger on open */ |
| TRAP_EFF_SEARCH | 1024 | /* trigger on search */ |
| TRAP_EFF_PICK | 2048 | /* trigger on pick lock */ |
| TRAP_DAM_BLUNT | 1 | |
| TRAP_DAM_PIERCE | 2 | |
| TRAP_DAM_SLASH | 3 | |
| TRAP_DAM_VENOM_L | 4 | |
| TRAP_DAM_VENOM_M | 5 | |
| TRAP_DAM_VENOM_H | 6 | |
| TRAP_DAM_EXPLODE | 7 | /* your basic explosion */ |
| TRAP_DAM_SLEEP | 11 | |
| TRAP_DAM_TELEPORT | 12 | |
| TRAP_DAM_FIRE | 13 | |
| TRAP_DAM_COLD | 14 | |
| TRAP_DAM_ACID | 15 | |
| TRAP_DAM_LIGHTNING | 16 | |
| TRAP_DAM_RANDOM_R | 30 | /* Random REGULAR trap (pierce, slash, venom, explode, etc) */ |
| TRAP_DAM_RANDOM_M | 31 | /* Random MAGIC trap (lightning,fireball,etc) */ |
[So the example above is a trigger on open trap of type 11 (sleep), has 5 charges, is level 25, and does 5d7 damage]
The first 6 are non-magical types, with some room left for more. The last 5 are magical traps with spell-like affects.
Number between 1 and 32768, with -1 being infinite charges.
Number between 1-100, determines damage if top/bottom dice not set as well as difficulty in disarming/detecting
die number/damage per die: These fields will determine the damage just like on weapons. If they're set to 0, the trap damage will be automatically calculated by the trap level.
Disarm/detect trap work on these types of traps as on doors.