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Editing 40d:Trap
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Stone-fall, weapon and cage traps will be triggered by (most) any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap. (Kobold [[thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.) | Stone-fall, weapon and cage traps will be triggered by (most) any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap. (Kobold [[thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.) | ||
− | Note that, in combat situations, [[Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist | + | Note that, in combat situations, [[Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McGoblinBait]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. |
==Stone-fall Trap== | ==Stone-fall Trap== |