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Post by Ravage on Apr 17, 2010 13:14:20 GMT -5
Spells or crafting menu that allow the thief to build all kind of traps.
Main idea : -Trapped bag(psn,paralyse....) -Trap that can be placed on ground and detonate as someone step on it.(psn,paralyse,curse) There could be a lvl of poison to the trap. Limit of trap by lvl of theif.
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Post by *Edwards on Apr 17, 2010 20:38:28 GMT -5
I love the idea using the crafting menu. I couldn't say if I will be in the mood to build it up soon, but definitively I like the idea.
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jiah
Novice Poster
Posts: 35
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Post by jiah on May 4, 2010 6:48:28 GMT -5
"Trap that can be placed on ground and detonate as someone step on it.(psn,paralyse,curse)"
i hope you understand this will be used to put on the ground in minoc or the mines to kill ppl in town as it was done on ZHS
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Post by Ravage on May 4, 2010 8:19:53 GMT -5
Edward already fixed the trap bag and fire camp, i dont know why he shouldnt be able to make it no damage in town.
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Post by cyberbob on Apr 17, 2011 12:11:10 GMT -5
the system already prevent any kind of damage in the ''no damage zone'' so it's already ready for this.
IE: you can't use explosion pot in cove...
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oblivion
Apprentice Poster
Certified ZULU Expert
Posts: 72
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Post by oblivion on Apr 19, 2011 17:17:38 GMT -5
I don't like this. It takes away from the crafters. As I remember from zhc, crafters could make trapped devices, not thieves. I remember this specifically because my IRL friend Xison was the only Pker crafter on Zuluhotel. I think this should stay for crafters, for those fellas who want tog et creative on their character and Town PK with a crafter. It's about the funniest thing u can see really.
I like the idea of a thief book on the otherhand, where he can cast thief traps on bags similar to the mage. But a crafting window for thief isn't proper. It should remain under tinkering like it always has been. (Though I don't know if trapped boxes are working here)
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Post by Ravage on Apr 24, 2011 2:14:29 GMT -5
I'd rather have a thief to place trap instead of a crafter. Whatever, I feel that trap is more appropriate to thief and will gave em more potential of building one and pking with em. Poisonning could be a required skill to craft higher psn trap.
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oblivion
Apprentice Poster
Certified ZULU Expert
Posts: 72
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Post by oblivion on Apr 24, 2011 9:41:56 GMT -5
That's the thing though, to go with a logical flow of skills, there is no crafter skill that would allow for crafting traps. You can't make fire traps via Remove Trap. Poison traps via poisoning might work but maybe you should have it were you can Poison a variety of things like bags, armor, cloths, etc etc. So if you open a poisoned bag, you get poisoned, if you put on a poisoned shirt, you get poisoned. But not actualy crafting traps.
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Bo
Novice Poster
Posts: 16
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Post by Bo on Jun 26, 2011 16:01:07 GMT -5
That's the thing though, to go with a logical flow of skills, there is no crafter skill that would allow for crafting traps. You can't make fire traps via Remove Trap. Well in my opignion, it's the oposite...Thiefs gain experience off Disarming all types of traps. Learning how to make them as they go. their could be a Thief's Handbook... (I made the list below also considering that crafters need other skills like Musicianship and magery to be able to make ALL of what they can do like pentagrams or Instruments) Traps________________________Req.________________________Ings. first trap : Weak poison trap_____pois./Dis 75_____Lesser poison + Springs Second trap: Weak paralyse trap__pois/Dis 75_______Gazer's eye + bolt + Lich's hide Items Req Ings. Spiky Studed Armor Lock./dis./Tailor 90 Studed ar. + 5 Gears + Wyrm's Heart + 5 Bolts (This would give, depending on the LVL of the thief crafting it, a 5 to 25% chance of reflecting 25 to 50% of the damage inflicted from a direct attack) I wont try to invent more since this is in fact just the way i'd see Thiefs with a "Traping" Skill. I also thaut of some skills using Forensics... Cheers ! Bo
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