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With this mod area traps that are detectable and, when triggered, give the message "Trap Sprung," will respond to the passage of NPC, summoned minions and enemies, so that it is possible to use them for tactics. (Civilian casualties are also possible, if they wander around; caveat emptor.) Some monsters naturally roam, and they may end up killing themselves somewhere in another part of the map - one of the inconveniences of living in a dungeon, but, being natives, enemies and neutrals set off the trap only half of the time. On a tails toss they simply discharge it without anything else happening. If the trap resets, the party may try to lead them across again and hope they will blunder this time. Normally deaths from traps count as neutrals sorting each other out and don't give the party any experience or cause it to lose reputation, but I made it so that a generous amount of experience is given for leading someone or something into a trap to his accidental death, though only for the immediate triggerer, not for the others who may be blown by away by the same fireball. A trap has only been sprung if the message appears. If someone strides across without, he has been lucky, as sometimes happens, because the engine does not reliably catch up with those moving across regions. The trap is still primed and waiting. 

Most traps in the games are single-shot, but some do reset, and for this a rewinding begins as soon as any of them is triggered. A sound will be heard. The rewinding continues for a round, during which time the party or others can hope to cross. All of the resetting traps in an area are connected and part of the same grand mechanical system. They share the downtime interval, and the party can try to dash past a trap of this sort ahead by triggering one behind or sail past on a jingle bequeathed by some poor sonovabitch off screen. Triggering a minor resetting trap in the rear may let a scout sally ahead to monsters over a more dangerous tile ahead and draw them across, so it may be smarter not to disarm every trap right away.

To make floor traps more respectable and more deserving these alternative methods, the trap detection difficulty has been upped by 40% and the disarming difficulty by 20%. I suggest using Find Traps more often and going slowly, if sapper-pioneers are not available.

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