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TRAP 'SET TRAP' 'PHYSICAL TRAP' 'DIRECTION TRAP' 'BURST TRAP' 'GLOWING TRAP' 'KNOCKOUT TRAP' 'KNOCK-OUT TRAP' 'DAMAGE TRAP' (1573)
Syntax: trap
Thieves can set a trap of different types (glowing, knockout, damage), using
different methods (physical, direction, burst). The thief must know how to
set the type of trap and the method of the trap for it to have a chance to
work.
TRAP TYPES:
glowing - Victims hit by this type trap will glow and not be able to hide or
make themselves invisible.
knockout - Victims hit by this type trap will be unconsious.
damage - Victims hit by this type trap will be harmed by the physical damage
inflicted by the trap.
TRAP METHODS:
physical - This method of trap setting is done to an actual door or to a
container. The container can be something carried, like a backpack or it can
be something larger, like a chest. The trap is sprung when someone opens the
container. If the person that springs the trap is within the setting thief's
range, he has a chance of being hit by the trap.
direction - This method of trap setting does not require an actual door. If
the terrain allows it, the thief can set up a trap so that if someone in their
range leaves through that particular exit the trap will spring.
burst - This method of trap setting can be done in a room, if the terrain
allows it. When a person in the thief's range walks into the room the trap is
sprung.
TRAP INGREDIENTS:
Trap ingredients can be found throughout Thera, and will take many forms.
Examining an object will tell you if it is a trap ingredient or not. Trap
ingredients are specifically designed for only one type of trap; for example,
sleeping powder can be used for a knockout trap, but not a damage trap.
EXAMPLES:
trap direction glowing brightdust east <- Attempts to set a glowing trap that
is sprung when someone leaves the room east. The ingredient, brightdust, must
be in the thief's inventory.