All ideas tagged "untrapping"

#5153

 · 
vanilla

Make untrapping deterministic based on a hash of the object ID (for containers) or xyz coordinates (for doors), so that you only ever need to search for traps once and there is no benefit to repeating the command.

The computation should amount to finding a number representing how hard the trap, if present, is to find. Any bonuses from your role and experience level can raise the threshold of traps you are able to find.

An alternative way to do it is to define a third outcome: you are skilled enough to find the trap given enough time, but it will take longer than is usual for #untrap to find it. This would be better if untrapping were first turned into an occupation.

#4278

 · 
vanilla

When wielding Sting, you should be able to untrap adjacent webs and monsters stuck in those webs with 100% success.

#4174

 · 
vanilla

Make container traps deterministic (either as a hash of their object ID, or stored as a field on the object) rather than computing the trap when it’s triggered based on Luck. Untrapping them successfully can then yield an item related to the trap, which then gets deposited inside the container. The items for each type of trap are:

  • Hallucination gas = potion of hallucination
  • Paralysis = potion of paralysis
  • Electric shock = 0:1 wand of lightning
  • Tower of flame = potion of oil
  • Poisoned needle = nothing
  • Poison gas = potion of sickness
  • Explosion = land mine

#4118

 · 
vanilla

Make untrapping containers an occupation: always takes 5 turns, you either find a trap or you don’t, and you can’t try again on that container. This avoids having to type out #untrap multiple times for no apparent results.

This could also extend to untrap attempts on doors.

#3508

 · 
vanilla

Ring of opening, which unlocks locked doors and boxes instantly while you are wearing it and try to unlock them. If blessed, it additionally untraps doors and boxes when you try to interact with them, but there is a fixed chance it unblesses in the process every time it untraps something.

While you are carrying the Master Key of Thievery, all door and container traps that you would have triggered are automatically removed without any triggers and probably not even any message indicating a trap was disarmed. If you actually want to trigger these traps for some reason, you can drop the Key or put it in a bag.

Possibly, these effects are suppressed when the Key is cursed (for rogues) or non-blessed (for non-rogues).

#2400

 · 
vanilla

Untrapping a container, whether or not successful, silently reveals the locked/unlocked state of the container.

#2337

 · 
vanilla

Since untrapping is more common than the rarely used “seetrap” command, remap the ^ key by default to perform an untrap. If you wish to use seetrap, you need to do #seetrap.

#2240

 · 
vanilla

You can untrap falling rock traps. Unlike dart and arrow traps, this just dumps all the remaining rocks onto that space all at once with the message “The rocks clatter onto the ground”. If there is a monster on this space, it gets hit repeatedly by each rock.

#623

 · 
vanilla

When you attempt to interact with (or possibly explicitly search) a door or container, you get “There [are no traps / is a trap] on this [door / container].” which guarantees that there is not or is a trap, rather than an ambiguous “You find no traps”.

#573

 · 
vanilla

Implicitly untrap a chest when opening it (check it once for traps, not enough to guarantee there are no traps, but if one is found, prompt to attempt removing it.)