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Forum Name Santa Zulg 2012
Topic subjectTrap Ingredients
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=72&topic_id=178
178, Trap Ingredients
Posted by Trapper Thief on Wed 31-Dec-69 07:00 PM
I am not sure if my other request got in or not as I typed
it on my phone, so sorry if it is a repeat, but I didn't see
it get rejected or approved.

But is it possible to see what traps are still there, by
doing a look rather than having to leave and come back, or
even a you notice such and such trap has dissolved. Would also
like to be able to look at them and see trap with xyz ingredient
is armed.

Secondly, can we keep from a lot of the higher level/better
traps from being tagged as magical? It would make a village
thief more viable. I know of at least four "good" free traps
that are all listed as magical, which may have been something
overlooked?

275, Santa Zulg partially abides
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>But is it possible to see what traps are still there, by
>doing a look rather than having to leave and come back

Done
283, RE: Santa Zulg partially abides
Posted by Same Thief on Wed 31-Dec-69 07:00 PM
For the other stuff, did you not like the idea or not have time to do it? If the latter, I will just try and remember it for next year.

Thanks for all you do.
285, RE: Santa Zulg partially abides
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>For the other stuff, did you not like the idea or not have
>time to do it? If the latter, I will just try and remember it
>for next year.

Because of your ideas I implemented the ones that seemed beneficial to the class the way we designed it.

As for running through every item (in this case trap ingredients) in the game and checking some criteria is not something I really ever want to do.