Difference between revisions of "Alarm trap"

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{{flavour|While this trap does no damage by itself, its loud sound may bring someone to do damage to you. Of course, you have the option to do damage to those someones yourself.}}
  
[[File:Alarm trap.png]]
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[[File:Alarm trap.png]] An '''alarm trap''' is a [[trap]] which produces a loud [[noise]] when stepped on by the player or any [[monster]], alerting anything nearby. The noise has a loudness of 12. Alarm traps are magical traps, and can thus be set off even by [[levitation|levitating]] beings.
 
 
An '''alarm trap''' is a [[trap]] which produces a loud [[noise]] when stepped on by the player or any [[monster]], alerting anything nearby. The noise has a loudness of 12. Alarm traps are magical traps, and can thus be set off even by [[levitation|levitating]] beings.
 
  
 
A comment in the code suggests that hostile monsters cannot set off alarm traps, but this does not match what the code itself says, which is that all monsters which are non-friendly will trigger the alarm if they pass into it.
 
A comment in the code suggests that hostile monsters cannot set off alarm traps, but this does not match what the code itself says, which is that all monsters which are non-friendly will trigger the alarm if they pass into it.

Revision as of 00:44, 21 March 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.


While this trap does no damage by itself, its loud sound may bring someone to do damage to you. Of course, you have the option to do damage to those someones yourself.

Alarm trap.png An alarm trap is a trap which produces a loud noise when stepped on by the player or any monster, alerting anything nearby. The noise has a loudness of 12. Alarm traps are magical traps, and can thus be set off even by levitating beings.

A comment in the code suggests that hostile monsters cannot set off alarm traps, but this does not match what the code itself says, which is that all monsters which are non-friendly will trigger the alarm if they pass into it.

Alarm traps cannot be disarmed, but can be silenced. Also, they will eventually fail with repeated use.

History

In 0.12, they will only go off once before breaking, but they will afflict you with a Sentinel's Mark in the process.