THIEF TRAPS
General
THIEF TRAPS Syntax: trap <trap> <object> :set the given trap on an object trap <trap> <exit> :set the given trap on an exit/door The Hallmark skill of the Master Thieves, this particular discipline allows the user to construct and set various little ingenious devices aimed usually towards maiming, killing, or otherwise disabling whoever happens to set the little devil off. While the specific selection of traps to use varies due to specialization within the thief guild, each trap has some common general properties such as its duration, and if it can be set upon [E]xits/doors, [O]bjects, or [S]mall objects. Traps set on Exits are tripped when the door is opened, or someone steps through the exit. Those set on objects are tripped when the object is picked up, or used in anyway (opening a chest for example). Only traps designed to be Small, can be set up onto objects that may be picked up. The traps respect the PK range, and cannot be seen, defused, or tripped by those whom the thief cannot harm including themselves. Most traps are destroyed when tripped or defused, but will exist until their duration expires, or their owner leaves the lands. A thief may at any time have maximum of two active traps. If a third tap is made, the oldest trap in existance will fall apart. See also: TRAPS, BASIC TRAPS, DEFUSE, DETECT HIDDEN, PK
