http://www.runuo.com/community/threads/runuo-2-0-trapcrafting.100120/ Introduction: Tinkers Ahoy! Got a bit of mean streak, but sick of making clocks? Then you need Lichbane's Tinkering Trap-o-matic Toolkit (tm)!! (batteries sold separately) One you have one of these babies, place it on the ground and activate it. It automatically blends itself into any environment and sits and waits for an unsuspecting passer-by to step on it .. then BOOM! (or ZAP! or ... whatever). Traps included in the package include: # Explosive Traps; # Freezing Traps; # Lightning Traps; # Paralysis Traps; # Poison Dart Traps; # Ghostblaster Trap - TownSafe(tm); # Blade Spirit Trap; ... and the ever popular # Whoopie Cushion - TownSafe(tm)). Also included in the package are plans for the: # Thrum-o-matic Trap Detector. Place it on the ground and set it off. MacroVibration (tm) Technology allows the trained observer to see traps move subtly against the background. Play tricks on your brother! Blow up the family cat! Poison the pet parakeet! Fun for all the family! Note: TownSafe(tm) traps are allowed to be operated within city limits. Features: # Toolkit allows creation of Explosive, Freezing, Lightning, Paralysis and Poison Dart Traps # Three levels of trap strength for each trap type (four for poison) # Trap Components included. # TrammelSafe (tm) safety features build in for PvE Rulesets # Detect traps using Detect Hidden or the "Thrum-o-matic Trap Detector". # Determine who laid a trap using Forensic Evaluation. # DistroSafe (tm) installation. (Some assembly still required). Note: Many components for Trapcrafting are existing common components or potions created by alchemists. Other components are new and specific to Trapcrafting. While the definitions for all components are included, depending on how you want the components to be available is up to you. They can drop off monsters or they can be sold at the Tinker's or the Alchemist (for the weird stuff). These new components include: # Trapcrafting Toolkit (traded by tinkers) # Bottled Lightning and Dry Ice (traded by Alchemists) # Trapped Ghost (created by a Ghost Trap) # Crystallised Energy (drops off Wisps and traded by Alchemists) # Giant Spider Venom Sacs (drops off Giant Spiders and traded by Alchemists) # Gazer Eyes (drops off ... guess what ... and traded by Alchemists) Other Trap components are constructed from these or other more standard items. Options: Traps BAD! This is an option (set off by default) which forces a loss of karma upon people who lay traps. After all, once laid, you never know who or what could stumble into it. Poison Traps and Blade Spirit Traps carry a more heft karma loss, where more benign traps such as Ghost and Paralysis Traps incur no loss of karma. Trap Owners recover half the loss of Karma by disarming their own trap. Karma Loss can be easily configured on a trap-by-trap basis. Active Trap Limit: This is an option that imposes a limit to the number of active traps a player may have in the field at any one time. The option is set on by default and the limit is set to 10. These can be easily configured within the script. Still to come ... # Trap Anonymity: Optionally determine whether or not the owner of a trap is regarded as an attacker (and all the consequence/benefits that go with that). # More Trap Types # Entertaining suggestions Installation: Extract Trapcrafting.rar (or zip) into your customs directory. (If you're installing a later version of the scripts, delete the old version first. I have a terrible habit of occasionally modifying file and directory names) You also MUST make a slight modification to the PlayerMobile.cs. You must add partial to the class declaration ... Code: public [COLOR=red]partial[/COLOR] class PlayerMobile : Mobile, IHonorTarget Extract TrapcraftingDistro.rar (or zip) and use the files included as you wish. Changes to distro files are: SBTinker.cs - Adds Trapcrafting Toolkit to the buy and sell list. SBAlchemist.sc - Adds alchemical components to the buy and sell list. ElderGazer.cs, Gazer.cs, GazerLarva.cs - Drops gazer eyes. DreadSpider.cs, GiantBlackWidow.cs, GiantSpider.cs - Drops giant spider venom sacs. DarkWisp.cs, ShadowWisp.cs, Wisp.cs - Drops Crystallised Energy. DetectHidden.cs - Adds the ability to detect traps using Detect Hidden. Difficulty per trap based on skill needed to Disarm Traps. ForensicEval.cs - Adds the ability to examine an armed trap to determine who set it. The changes are relatively simple and not hard to implement if you have already changed those distro files. Remember to back up your old distro files if you are overwriting those with any new ones supplied.