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{{Systems}}
=== Table: Servers & HAKs ===


''This page contains OOC information.''
{| class="plainlinks" cellpadding="10px" width="100%" style="background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;"
 
|+ <div style="font-size: 20px;">Servers and HAKs</div>
 
__TOC__
 
=='''Introduction'''==
The Avlis Trap system is not just a crafting system, but also includes Setting, Retrieving, and Triggering traps as well.
Credit goes to Croton who reviewed every aspect of the trap system to alter and add features to make it better.
It is very different from the standard trap system (which still functions exactly the same) so the write up below explains how the Avlis system works.
 
=='''Using Traps'''==
===Staging===
Staging traps is a new feature just for custom traps. Custom traps are “set” by dropping them. Staging is an IC way of activating the On Drop script. A Trap that is not staged is dropped like any normal item. A trap that is staged will be set when dropped.<br>
A PC needs at least 1 rank in Set traps skill to stage a trap.
<br>
===Setting===
“Stealthy Trap Setting” - if a PC makes a MS and Hide DC of +20 each over the set trap value, they can remain in stealth while setting a trap.
 
===Flagging and Disarming===
These are exactly the same as the standard system, except, the code does not recognize your traps as yours, so if you set the trap, you’ll want to use the Recover trap method below to retrieve it. If someone else set it, then these work the same.
 
===Recovering===
* PC Tool #5 is how PCs can recover Custom traps.<br>
* You simply click near on or near a custom trap. It’ll find the closest visible custom trap and attempt to recover it.<br>
* Critical failures can occur.<br>
* PCs will auto recover their own traps.<br>
 
===Triggering===
- PCs and party members cannot trip their own traps.
 
===Other features===
* Variable trap size and trap set speed based on how well the PC does above the Set DC.
* Bonuses Assassins and Rogue Skill Mastery for speed (1 sec bonus).
* Bonuses Rogue Skill Mastery for size 110%.
* Haste allows for faster trap setting (33% reduction in time).
* Minimum time is 3 seconds, maximum is 9 seconds. (Standard system takes 6 seconds)
* The system will not allow a PC to sequence a lot of trap in one place.
* Cleans up crazy search and Disarm DCs based on system limits of 127 maximum.
* Also avoids impossible search and disarm DCs for lower end traps by imposing a maximum DC for any particular trap Set DC...(2 times + 10 the set DC).
* PC and party will auto see the trap, but all traps are red, so they will have to remember which are theirs.
* Critical failure if set dc is missed by more than 10.
 
 
=='''Trap Craft'''==
When using the Trap Crafting Tools, you’ll see an option to “Craft Custom Trap”. Select the trap type, and strength. None of the options are hidden, so you’ll need to test to see which traps you can craft, and which ones you can’t. This part of the system works the same as the previous version, and you’ll need to identify the components you need for each trap.<br>
<br>
All custom traps have a system of value of 4gp, and none can be purchased from any vendor at all. These two things combined make this a 100% PC driven value system, supply, demand, etc.. Also, There is a new factor of Trap Quality, in addition to Trap strength. Based on your Crafting roll compared to the DC, you’ll have better or worse qualities, which affect the traps performance. So, this encourages adding ranks even beyond the minimums needed.<br>
<br>
===Bonus & Penalty===
 
There are 5 levels of Trap Quality which will effect set, detect and disarm.
{| align=center cellspacing="0" border="0" style="border-left:10px solid white;"
|
{| border="1" style="font-size:9pt; text-align:center;" cellspacing="1" cellpadding="3"
! style="background:#afdeab; font-size:10pt;" colspan=2 | Trap Craft
|-
|-
! style="background:#cfcfcf; width:100px;" | Quality
! Servers<br>&<br>Haks
! style="background:#cfcfcf; width:50px;" | Bonus/Penalty
! [[Mikona]] 5121
! [[Wilderness]] 5122
! [[Elysia]] 5123
! [[Le'Or T'Nanshi]] 5124
! [[Deglos]] 5125
! [[Ferrell]] 5126
! [[Visimontium]] 5129
! [[Underdark]] 5130
! [[M'Chek]] 5131
|-
|-
| Poorly built
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| -4 penalty
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_4] || √ || √ || √ || √ || √ || √ || √ || √ || √
|-
|-
| Sub-standard
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| -2 penalty
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_3] || √ || √ || √ || √ || √ || √ || √ || √ || √
|-
|-
| Standard
|- style="color:green; background: white; border: 1px solid darkgray;"
| 0
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_2] || √ || √ || √ || √ || √ || √ || √ || √ || √
|-
|-
| Well built
|- style="color:green; background: white; border: 1px solid darkgray;"
| +2 bonus
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_1] || √ || √ || √ || √ || √ || √ || √ || √ || √
|-
|-
| Masterful
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| +4 bonus
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a] || √ || √ || √ || √ || √ || √ || √ || √ || √
|-
|-
{|
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
<br>
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b] || √ || √ || √ || √ || √ || √ || √ || √ ||
<br>
Bonus to craft trap for the following:
*Rogue Skill Mastery feat +3
*Assassin prc +3
*Synergy of Set trap and Disarm trap (whichever is lower) of +1 per 5 Ranks (Max 8 ).
*Tailoring levels +1 per 2 levels (Max 8 )
<br>
<br>
=='''Class Specific Trap Effects'''==
===Assassins===
 
'''Acid Blob'''
{| style="width:50%" border="1"
|| Minor: || Asn Lvl > 5 causes increase of Paralyze DC from 15 to 18 and increase Rds from 2 to 3
|-
|-
| Average: || Asn Lvl > 10 causes increase of Paralyze DC from 20 to 23 and increase Rds from 3 to 4
|- style="color:green; background: white; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Strong: || Asn Lvl > 15 causes increase of Paralyze DC from 25 to 28 and increase Rds from 4 to 5
|- style="color:green; background: white; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copapanatom√.rar?doc_id=73280 copapanatomy] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Deadly: || Asn Lvl > 20 causes increase of Paralyze DC from 30 to 33 and increase Rds from 5 to 6
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
|}
| [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem] || || √ || √ || √ || √ || √ || √ || √ || √
<br>
<br>
'''Acid Splash'''
{|style="width:45%" border="1"
| Minor: || Added target every 10 Asn Lvl (lvl 10=2 targets, lvl 20=3, lvl30=4)
|-
|-
| Average: || same bonus as minor
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Strong: || same bonus as minor
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Deadly: || same bonus as minor
|- style="color:green; background: white; border: 1px solid darkgray;"
|}
| [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno] || √ || √ || √ || √ || √ || √ || √ || √ ||
<br>
'''Electrical'''
{|style="width:40%" border="1"
| Minor: || DC increases 1 every 6 assassin levels (max of +5 to DC)
|-
|-
| Average: || same bonus as minor
|- style="color:green; background: white; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Strong: || same bonus as minor
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Deadly: || same bonus as minor
|- style="color:green; background: white; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture] || √ || √ || √ || √ || √ || √ || √ || √ ||
|-
|-
| Epic: || same bonus as minor
|- style="color:green; background: white; border: 1px solid darkgray;"
|}
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √
<br>
'''Fire'''
{|style="width:30%" border="1"
| Minor: || Normal = 5 feet; >5th level assassin =7 feet
|-
|-
| Average: || Normal = 7 feet; >10th level assassin =9 feet
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1] || √ || √ || √ || √ || √ || √ || √ || || √
|-
|-
| Strong: || Normal = 9 feet; >15th level assassin =11 feet
|- style="color:green; background: white; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1] || √ || √ || √ || √ || √ || √ || √ || || √
|-
|-
| Deadly: || Normal = 11 feet; >20th level assassin =13 feet
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1] || √ || √ || √ || √ || √ || √ || √ || || √
|-
|-
| Epic: || Normal = 12 feet; >25th level assassin =14 feet
|- style="color:green; background: cornsilk; border: 1px solid darkgray;"
|}
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1] || √ || || √ || √ || √ || √ || √ || ||
<br>
'''Frost'''
{|style="width:30%" border="1"
| Minor: || +1 HD of damage every 6 Asn levels max of 5d4
|-
| Average: || +1 HD of damage every 5 Asn levels max of 6d4
|-
|-
| Strong: || +1 HD of damage every 4 Asn levels max of 7d4
|-
|-
| Deadly: || +1 HD of damage every 3 Asn levels max of 10d4
! Servers<br>&<br>Haks
! [[Mikona]] 5121
! [[Wilderness]] 5122
! [[Elysia]] 5123
! [[Le'Or T'Nanshi]] 5124
! [[Deglos]] 5125
! [[Ferrell]] 5126
! [[Visimontium]] 5129
! [[Underdark]] 5130
! [[M'Chek]] 5131
|-
|-
| Epic: || +1 HD of damage every 2 Asn levels max of 15d4
|}
|}
<br>
'''Spike'''
{|style="width:40%" border="1"
| Minor: || +1 damage per asn level (no save on this bonus damage)
|-
| Average: || same bonus as minor
|-
| Strong: || same bonus as minor
|-
| Deadly: || same bonus as minor
|}
<br>
===Assassins and Bards===
'''Sonic'''
{|style="width:60%" border="1"
| Minor: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 5-15 based on Asn and Brd lvl
|-
| Average: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 10-20 based on Asn and Brd lvl
|-
| Strong: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-25 based on Asn and Brd lvl
|-
| Deadly: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-30 based on Asn and Brd lvl
|-
| Epic: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-35 based on Asn and Brd lvl
|}
<br>
===Rangers===
'''Tangle'''
{|style="width:30%" border="1"
| Minor: || Entangle Effect 1-6 rds (based on Ranger lvl)
|-
| Average: || Entangle Effect 2-8 rds (based on Ranger lvl)
|-
| Strong: || Entangle Effect 3-11 rds (based on Ranger lvl)
|-
| Deadly: || Entangle Effect 4-14 rds (based on Ranger lvl)
|}
<br>
===Holy Warriors===
<br>
'''Holy'''<br>
Cleric level=holy level; Holy warrior level=1/2 holy level; Good & Neutral PCs & Holy warriors only<br>
(duration based on holy level and Turn HD based on holy level).<br>
{|style="width:60%" border="1"
| Minor: || +1 HD damage to first target if undead for every 5 holy levels and Turning effect of all undead within 5 feet.
|-
| Average: || +1 HD damage to first target if undead for every 4 holy levels and Turning effect of all undead within 10 feet.
|-
| Strong: || +1 HD damage to first target if undead for every 3 holy levels and Turning effect of all undead within 15 feet.
|-
| Deadly: || +1 HD damage to first target if undead for every 2 holy levels and Turning effect of all undead within 20 feet.
|}
<br>
'''Negative Energy'''<br>
Cleric level=holy level; Holy warrior level=1/2 holy level; Evil & Neutral PCs & Holy Warriors only<br>
(duration based on holy level and Turn HD based on holy level)<br>
{| style="width:30%" border="1"
| Minor: || -1 Str Draining effect of all non-undead within 5 feet
|-
| Average: || -2 Str Draining effect of all non-undead within 10 feet
|-
| Strong: || -3 Str Draining effect of all non-undead within 15 feet
|-
| Deadly: || -4 Str Draining effect of all non-undead within 15 feet
|}
<br>
=='''Custom Traps'''==
===Thunder and lightning Trap===
Identical to the combination of the lower level Electrical and sonic traps.<br>
{| align=center cellspacing="0" border="0" style="border-left:10px solid white;"
|
{| border="1" style="font-size:9pt; text-align:center;" cellspacing="1" cellpadding="3"
! style="background:#afdeab; font-size:10pt;" colspan=2 | Damage
|-
! style="background:#cfcfcf; width:75px;" | Type
! style="background:#cfcfcf; width:200px;" | Combination
|-
|Average
|Minor Electrical + Minor Sonic
|-
|Strong
|Average Electrical + Average Sonic
|-
|Deadly
|Strong Electrical + Strong Sonic
|-
|Epic
|Deadly Electrical + Deadly Sonic.
|-
|}
<br>
===Thorny Tangle Trap===
By using spikes on a standard Tangle trap, you can now add bite as you slow the enemy.<br>
'''Effects:'''<br>
Same as Tangle Trap of 1 lower strength plus:<br>
AOE pierce damage for 3 rounds, each round is 1/2 damage of preceeding:<br>
{| align=center cellspacing="0" border="0" style="border-left:10px solid white;"
|
{| border="1" style="font-size:9pt; text-align:center;" cellspacing="1" cellpadding="3"
! style="background:#afdeab; font-size:10pt;" colspan=2 | Damage
|-
! style="background:#cfcfcf; width:50px;" | Quality
! style="background:#cfcfcf; width:50px;" | Amount
|-
| Average
| 3d4
|-
| Strong
| 6d4
|-
| Deadly
| 9d4
|-
| Epic
| 12d4
|-
|}
<br>
Assassins get damage * (Asnlvl/30) bonus (so double damage for 40th lvl pc (30th lvl asn.)<br>
<br>
===Darkness Trap===
A dark cloud of fine particles can both mask you and the attacker, but make it difficult to breath. If you start Coughing it can make it difficult to stay quiet.<br>
'''Effects:'''<br>
No Damage.<br>
Darkness AOE:<br>
DC or get knocked out of stealth, and suffer MS penalty (-20) due to coughing
{| align=center cellspacing="0" border="0" style="border-left:10px solid white;"
|
{| border="1" style="font-size:9pt; text-align:center;" cellspacing="1" cellpadding="3"
! style="background:#afdeab; font-size:10pt;" colspan=3 | Effect
|-
! style="background:#cfcfcf; width:50px;" | Quality
! style="background:#cfcfcf; width:50px;" | Rounds
! style="background:#cfcfcf; width:50px;" | DC
|-
|Weak
|4
|14
|-
|Average
|8
|20
|-
|Strong
|12
|26
|-
|Deadly
|16
|32
|-
|Epic
|20
|38
|-
|}
<br>
===Blinding Light Trap===
Triggering this Trap causes a burst of light that can blind you, and also make it hard for you to hide.<br>
'''Effects:'''<br>
No Damage.<br>
Blindness on failed DC<br>
Knocked out of stealth on failed DC<br>
Hide Penalty = DC (1/2 if they make save).<br>
{| align=center cellspacing="0" border="0" style="border-left:10px solid white;"
|
{| border="1" style="font-size:9pt; text-align:center;" cellspacing="1" cellpadding="3"
! style="background:#afdeab; font-size:10pt;" colspan=3 | Effect
|-
! style="background:#cfcfcf; width:50px;" | Quality
! style="background:#cfcfcf; width:50px;" | Rounds
! style="background:#cfcfcf; width:50px;" | DC
|-
|Weak
|4
|14
|-
|Average
|8
|20
|-
|Strong
|12
|26
|-
|Deadly
|16
|32
|-
|Epic
|20
|38
|-
|}
NB: Effects are physical, not magical, (coughing is powder, light is light emmiting subtance, etc), so that is why there are no spell resistances, etc.<br>
<br>
<br>
=='''Known Issues''':==
<br>
One aspect of the system that is ... unfortunately unavoidable at this point in time is a faction issue. All Custom Traps have a merchant faction. It was the least used faction, and protects Merchant NPCs a bit too. But, because of this, any faction that is 100% aligned with the merchant faction will not trigger traps. Right now that seems to only be the Defender faction. We spent a lot of time trying to get around this but have been unable to as of yet. In the end we felt the system was too good to scrap based on this 1 issue. If it can be addressed in the future it will be.




<!-- [[Category:Systems|Trap System]]
: '''Alternative Download Locations For All Files:'''
[[Category:Systems|Trap System]]-->
: [[Nighthawk4 File Mirror]]
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]
<br><br>

Latest revision as of 15:52, 4 December 2010

Table: Servers & HAKs


Alternative Download Locations For All Files:
Nighthawk4 File Mirror
Javaforge