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burner1024 avatar burner1024 commented on June 10, 2024

Well, that's very not PnP. And I'm not sure it's actually possible.
Do you mean to allow this while they are in detection mode or just free at any time?

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Dredd893 avatar Dredd893 commented on June 10, 2024

Detection mode.

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burner1024 avatar burner1024 commented on June 10, 2024

I'll think and see what can be done, but can't promise anything.

Some traps however have pretty wild distance between their object's location (where OT text pops up) and their actual polygon, though, so there might be a few hiccups along the way.

Some screenshots of this could be helpful.

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burner1024 avatar burner1024 commented on June 10, 2024

Something close enough to center point could probably be found with simply averaging all of boundary coordinates.
However find traps effect doesn't have a range parameter and the spell uses a range of 1, so it doesn't determine the actual range.
Anyone wants to test and report how far blind thieves can detect?

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burner1024 avatar burner1024 commented on June 10, 2024

If no one wants, I guess it not in great demand...

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Dredd893 avatar Dredd893 commented on June 10, 2024

I didn't receive any notification you answered the prior messages.
I actually checked here today by chance.

So... if you are still looking for help, I'm out there.

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burner1024 avatar burner1024 commented on June 10, 2024

I didn't receive any notification you answered the prior messages.

Strange, you should've, as you're the author of the issue. You can verify that you're subscribed to the issue, and check spam folder.

So... if you are still looking for help, I'm out there.

I think it is you who's looking for help :). I'm doing a feature freeze and want to release soon, but there's still time to squeeze in some changes.
So yes, I'm open to feedback yet.

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Dredd893 avatar Dredd893 commented on June 10, 2024

Are you looking

  1. for a screenshot of this "Some traps however have pretty wild distance between their object's location (where OT text pops up) and their actual polygon, though, so there might be a few hiccups along the way".

or
2) you wish us to check how far blind thieves can detect

or
3) something else?

If it's 2), how am I supposed to check it?

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burner1024 avatar burner1024 commented on June 10, 2024

Both 1 and 2 could be helpful.

If it's 2), how am I supposed to check it?

I think that's pretty straightforward? Get a thief, make him blind, go near a trap, try to detect it approaching little by little, note whether the range is any different.

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burner1024 avatar burner1024 commented on June 10, 2024

...actually, on the second thought, modal state would still be subject to delay, and I don't know if it could be enforced. Please also test a blind cleric with Find Traps active.

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Dredd893 avatar Dredd893 commented on June 10, 2024
  1. No matter how near I am to the trap, I can't detect it if the thief is blind.
  2. With the cleric I can detect it from pretty far,

Some screenshots proving both the facts above: https://imgur.com/a/sthdyzk

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burner1024 avatar burner1024 commented on June 10, 2024

Hmm. That is unfortunate. I see no way to limit spell range... If forced on a spy, it would reveal all traps around, regardless of actual thief skill.
Any ideas?

Edit: actually, radius might be dictated by the attached projectile. I'll have to experiment with this. Meanwhile, feel free to share if you have something in mind...

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Dredd893 avatar Dredd893 commented on June 10, 2024

Check what I found here:
https://forums.beamdog.com/discussion/71763/trap-detection-recovery-evasion

I guess I can close the issue? Thanks for your help!

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burner1024 avatar burner1024 commented on June 10, 2024

Indeed that looks interesting. It does use a custom pro, and it appears that a spy creature is not even necesary, something which I never considered.
Although sadly it doesn't work with classic editions. Still, I probably could steal some code from that. Thank you for sharing!
if that covers your needs, then this issue can stay closed.

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Dredd893 avatar Dredd893 commented on June 10, 2024

I think classic users would appreciate such a component.

Cheers!

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burner1024 avatar burner1024 commented on June 10, 2024

OK, I found out it's doable, and actually isn't very hard.
However, now I find myself drowning in the number of options and possibilities. There are 6 subcomponents already, and with adding instant detection it could be times two at least (same things apply - range, action, combat state...).

So which (existing) subcomponents do you guys usually use? And what would be the ideal trap mechanic for you (sense, instant detection, automatically entering detection mode on sense, range of both, in/out of combat, displaying strings over head, displaying trap type in those strings, delays between notification, game pause, sounds, evasion, etc - everything already present in TnT and the other mod, and whatever else you can think of)?

(I know what I want, more or less, but I'd like to hear opinions to decide what to cut and what to include).

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Dredd893 avatar Dredd893 commented on June 10, 2024

Personally I always use
"Increase trap sense range (default range is about half line of sight. This component increases it to LoS)"

I never found the other options useful even if I understand some may appreciate them.

I wouldn't mind the automatically entering detection mode on sense option.

About cutting stuff, what I would do myself is making that part you already coded a separate mod, rather than removing it.

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burner1024 avatar burner1024 commented on June 10, 2024

All right, through heinous engine abuse, employing lots of cursing and some ideas from the mod you linked, I managed to put together a version that should work on both CE and EE, has instant detection and more.
Feel free to try it out: tnt_v8.beta.zip

It's incompatible with other traps mods, of course. The changes will be visible only in yet unvisited areas. I do not recommend using in a playthrough just yet, better set up a copy installation and try it there (thankfully, the starting dungeon has a good amount of traps).

I would love to hear feedback about how it works in the wild, including both thief and cleric classes, various component combinations, rooms with multiple traps, multiple rogues in the party, any glitches and/or inconveniences that come up.

(And if by chance you will have feedback about other components, old and new, please voice it in the correponding issues).

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Dredd893 avatar Dredd893 commented on June 10, 2024

I feel very very happy for your release!

By chance, can you also publish this on other BG forums? I'm afraid I will be away for a bit and I won't be to give you the feedback you are looking for.

Also, I noticed you also support EE. Is your version of traps detection different from the one mentioned above?

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burner1024 avatar burner1024 commented on June 10, 2024

It's a pre-release. Release can wait a bit, it is not a problem.
Once it's released, you can create topics on the forums if you want to.
It is not the same as the other one, or it wouldn't be much point in making it. The doc is here.

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