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This ID is the row in traps.2da. So Spike → Average difficulty links to row ID 1 in traps.2da.

2da Columns

Column LabelExampleValid ValuesDescription and Notes
ID (Blank)170-254

Max Class is defined as 255 and is an unusable line.

Many of the default 0-40 lines have hardcoded features and it is not recommended to reuse these. See above.

LabelAverageFireTextHuman readable name unused by the engine or toolset.
TrapScriptNW_T1_FireAvgCScript ResRefThe trap script to fire.
SetDC25Positive Integer

This is the DC needed to set this trap with the skill Set Trap. Since usually this is done out of combat and take 20 can be used, any DC under 22 (20 + 1 necessary rank) can basically be considered an easy one!

DetectDCMod14Positive integer
When the toolset loads traps it uses this +10 as the per-blueprint default

The toolset should be using a value of 10 + this field for the detect DC, but new trigger blueprints and editing the trap on existing blueprints just use a detect DC of 10 (Minor Spike Trap DC).

When the game creates them via. DM commands, CreateTrapOnObject or CreateTrapAtLocation this is used as the Detect DC.

For traps placed using Set Trap skills, the game uses this value + the Set Trap skill ranks to alter the Detect DC.

DisarmDCMod26Positive integer
When the toolset loads traps it uses this +10 as the per-blueprint default Disarm DC

The toolset should be using a value of 10 + this field for the disarm DC, but new trigger blueprints and editing the trap on existing blueprints just use a disarm DC of 22 (Minor Spike Trap DC).

When the game creates them via. DM commands, CreateTrapOnObject or CreateTrapAtLocation this is used as the Disarm DC.

For traps placed using Set Trap skills, the game uses this value + the Set Trap skill ranks to alter the Disarm DC.

TrapName6863TLK reference

Toolset uses this to show what trap it is, and is used when examining a trap.

DM created traps use this to set the trap trigger object name as well.

ResRefNW_IT_TRAP018Item ResRef

The item to spawn if the trap is recovered from a trigger/placeable/door. This field can be blank (will raise a warning but otherwise just do nothing if recovery is attempted) or you can spawn any single object - such as trap parts or a "blank trap" or even one of a different kind.

See notes above about 2da line limits and the reuse of trap lines for custom non-player usable traps.

IconResRefiit_trap_004Texture ResRefOnly used when examining a trap loaded in the Examine popup. For the items these icons need to be set when creating the blueprint.