Per said:
I know many doors have script remnants for this which will often crash the game if you do try to trap them. Same thing for Bishop's safe, which I think "should" be trappable only the engine somehow can't handle it.
Interesting! Looking at bishop's safe code (NIMRBSF.SSL), if you use an explosive on the safe:
if ((obj_pid(obj_being_used_with) == PID_DYNAMITE) or (obj_pid(obj_being_used_with) == PID_PLASTIC_EXPLOSIVES)) then begin
Roll on traps skill
the_roll := roll_vs_skill(dude_obj,SKILL_TRAPS,-10);
Skipping to a successful roll:
end else if (is_success(the_roll)) then begin
set_local_var(LVAR_Trap_Type, obj_pid(obj_being_used_with));
destroy_object(obj_being_used_with); // destroy the explosive
set_boomw(boomw_none); // set a GVAR
display_mstr(280); // There is no message 280!
The call to set the gvar indicating the safe is trapped, they changed it to set it to boomw_none (no trap), when it really should be setting it to boomw_trapped, which is not implemented ....
I'll try implementing the trap part that was removed a bit later. Per, do you know of specific other doors or containers that have half baked trapping code?