When a thief is "searching for traps" must he/she be at the front of the party?
franco
Member Posts: 507
For the thief's "Find Traps" ability to work does he/she need to be at the front of the party?
0
Comments
Searching for traps has a limited range. And requires you to go slowly as it takes time to cycle through attempts. So my rogue usually leads the way if I know there are traps in the area.
AFAIK using Open Locks and oopening a door *does* cancel Invisibility, though, so be careful! I don't think Sanctuary is cancelled, though, but it doesn't last as long and you can't backstab from just Sanctuary.
// **********************************************************************
// * Segment Name: gs_HideAndDetect.baf
// **********************************************************************
// * HIDE AND DETECT TRICK
// * [Allows a Thief character to be BOTH hidden and detecting Traps 90% of the time]
// Manual control on or off
IF
HotKey(H)
Global("dai_SetHide","LOCALS",0)
THEN
RESPONSE #100
SetGlobal("dai_SetHide","LOCALS",1)
DisplayStringHead(Myself,4188)
END
IF
HotKey(H)
Global("dai_SetHide","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("dai_SetHide","LOCALS",0)
DisplayStringHead(Myself,34120)
Continue()
END
// If action is turned on (dai_SetHide=0)
// * If not already detecting traps, and hidden, detect traps and start the timer
IF Global("dai_SetHide","LOCALS",0)
ActionListEmpty() // If nothing is queued to be done
CombatCounter(0) // and combat is over
Class(Myself,THIEF_ALL) // and I'm a thief
!ModalState(DETECTTRAPS) // and I'm not detecting traps
ModalState(STEALTH) // and I'm not hiding in shadows
THEN
RESPONSE #100
SetGlobalTimer("gh_Thief","LOCALS",18) // Hide in shadows lasts approx 18 seconds (three rounds)
FindTraps()
END
// * If my hide in shadows check timer has expired -> hide!
IF Global("dai_SetHide","LOCALS",0)
ActionListEmpty() // If nothing is queued to be done
CombatCounter(0) //and combat is over
GlobalTimerExpired("gh_Thief","LOCALS")
THEN
RESPONSE #100
Hide() // Hide in shadows
END
// * If not already hidden -> hide!
IF Global("dai_SetHide","LOCALS",0)
ActionListEmpty() // Standard checks...
CombatCounter(0)
Class(Myself,THIEF_ALL)
!StateCheck(Myself,STATE_NOT_VISIBLE) //and also not invisible/improved invis/hiding
THEN
RESPONSE #100
Hide()
END
It definitely adds to the tension when you're low level and running away--then the auto-mapping kicks in, and a character goes the wrong way without you noticing.
Once this happened to me, I swear:
In my mind, I'm thinking, Hey, where's Minsc?
Then: "Evil 'round every corner...careful not to--" BOOM. Fireball. Dead Minsc.
It was pretty ironic. Apparently Minsc stepped in evil.
If you prefer to NOT get blown up (unlike me), then a smart thing is to do like @CaptRory and @smeagolheart said: save a lot and keep your thief near the front, with the appropriate thief AI selected for him and the AI on. A good trick for this strategy is to keep potions of haste and invisibility in your thief's inventory. When the going gets tough, it's easier for him to strategically withdraw (chicken out) so that Minsc can come in and righteously kick butts of evil. This becomes more difficult in extremely small places, but I have found it to be an effective way of actually not dying all the time.