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The blueprints for Doors and Placeables can be trapped providing the useable property has been checked. This then allows you to define the specifics on how the trap will be handed for all objects that use that blueprint.

Properties[]

Is Trapped : Indicates if a trap has been set on this object
Trap Type : Determines the type of trap used and the strength of that trap.
Detection DC : Indicates how difficult the trap is to search providing it is detectable
Disarm DC : Indicates how difficult the trap is to disarm providing it is disarmable
One Shot : Indicates if the trap disappears when it has either been triggered or disarmed
Detectable : Indicates if a search check will be able to successfully reveal this trap
Disarmable : Indicates if a disarm trap check will be able to successfully disarm this trap
OnDisarm : The script to run when someone attempts to disarm this trap
OnTrapTriggered : The script to run when a trap is triggered and goes off
Set DC : The difficulty in setting a trap on this object
Detect DC Mod. when set by Rogue : While this is not clear, it appears that it is used to modify the Detect DC when the trap was set by a Rogue

(ie how much harder it is to find the trap)

Disarm DC Mod. when set by Rogue : Again not clear, but it appears that it is used to modify the Disarm DC when the trap was set by a Rogue

(ie how much harder it is to disarm the trap)