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Maxxx26
June 3rd, 2009, 22:43
I am starting a new campaign that is very much a sand box and thus want all my stuff in library form. To make it easier to read I want a new format for my entries for traps (other stuff as well, but I think when I know how to do it with traps, I will be able to modify the other things myself), similar to NPCs instead of just a referencetext or referencetextwide.

Thus my question is, where do I have to add the corresponding windowclass to make my trap entries function like NPCs. Bascially I would like my entry in the library to look like this:



<pittrap>
<librarylink type="windowreference"><class>trap</class><recordname>..</recordname></librarylink>
<name type="string">Pit Trap</name>
<cr type="number">1</cr>
<type type="string">mechanical</type>
<searchdc type="number">24</searchdc>
<disabledevicedc type="number">20</disabledevicedc>
<trigger type="string">location</trigger>
<reset type="string">manual</reset>
<effect type="string">DC 20 Reflex save avoids; 10 ft. deep (1d6, fall)</effect>
<cost type="string">1800 gp</cost>
<text type="formattedtext">
<p><i>Just a pit trap.</i></p>
</text>
</pittrap>


This should be displayed in a window similar to NPCs (although tabs are not needed since there is much less information).
Thanks for any tips or advice :)

Moon Wizard
June 4th, 2009, 01:10
The window layouts that you can use are limited by what is defined in the ruleset you are using. Your best bet is to shoehorn your data into an existing window, unless you want to get into ruleset modification.

In the 4E_JPG ruleset, I actually modified the NPC class to be a creature, a trap or a vehicle based on the way 4E treats traps and vehicles.

Cheers,
JPG

Maxxx26
June 4th, 2009, 01:13
I am quite willing to modify the ruleset for this. I am just not able to find the place where I have to add the new type of "NPC" window.

Phystus
June 4th, 2009, 02:01
Have you had a look at the trap extension on Obe's wiki? I haven't tried it myself but it might be worth a look.

https://oberoten.dyndns.org/fgwiki/index.php/Trap_Extension

~P

Maxxx26
June 4th, 2009, 02:03
No, I haven't. Thanks for the tip, I'll go check it out. Thanks

Bidmaron
June 4th, 2009, 02:42
The trap extension is 3.5e, but you should be able to modify it as necessary. The trap extension itself is really just a hack from Smitework's town extension. You can export traps to a module like NPCs and story entries. There is not currently a trap parser, although that would be very useful.

Maxxx26
June 4th, 2009, 07:24
Well, I do need 3.5e and I just looked through both the trap and the town extension and they are exactly what I need. I think I will try to include them in my custom home-ruleset immediately. Thanks a lot for the typ guys, now I should be able to make windowclasses for anything I need, traps, towns, ships, poisons, diseases, etc.

Oberoten
June 4th, 2009, 08:03
Or you could tweak your ruleset to accept extensions, it'll pay off in the long run. It'd per example let you run skins.

- Obe