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Detect Hidden

Posted: Mon Aug 30, 2010 10:51 pm
by Zorce
Patch Notes 1999
Players who have a high level of Detect Hidden will be able to detect their presence by merely walking near them.

Can we look into this?

Re: Detect Hidden

Posted: Mon Aug 30, 2010 10:53 pm
by Sandro
Detect the presence of what?

Re: Detect Hidden

Posted: Mon Aug 30, 2010 10:54 pm
by Zorce
trapped chests

Re: Detect Hidden

Posted: Tue Aug 31, 2010 12:32 pm
by Mens Rea
Zorce wrote:Patch Notes 1999
Players who have a high level of Detect Hidden will be able to detect their presence by merely walking near them.
What is the specific date of this patch note? Day/month required - otherwise I could just claim the patch notes say:

Patch Note 1999
ANYONE WHO KILL MENS REA IS DIE BY TOWN GUARD

Re: Detect Hidden

Posted: Thu Sep 02, 2010 11:26 am
by Derrick
Is it trapped chests of dungeon traps, like the saw traps?

If I recall correctly, the traps such as the sap trap, and spike trap in dungeons were not visible unless detected or triggered.

Re: Detect Hidden

Posted: Thu Sep 02, 2010 12:10 pm
by Faust
The original poster's statement is correct and this has been mentioned a couple times in the past.
Thieves Guild, new skills, and more Feb 24 1999 1:06PM - http://wiki.uosecondage.com/?title=1999_Patch_Notes wrote: Detect Hidden
  • This skill has gained the ability to detect traps.
  • It works just like now, examining a range around the location you target. As before, the range is scaled based on your skill.
  • Some traps (freestanding ones in dungeons) are invisible until detected, and when found will become visible to all.
  • At higher skill levels, merely coming close to simpler traps will result in "trap here" appearing over the invisible trap. Only the player with high skill will see these messages, though! The trap must be manually revealed for others to see it.
  • The professional title for this skill is now "scout."


Here is another section from the same patch.
Thieves Guild, new skills, and more Feb 24 1999 1:06PM - http://wiki.uosecondage.com/?title=1999_Patch_Notes wrote: World
  • Items will now spawn in chests and other containers.
  • The items within will depend on the location of the container.
  • These containers will be locked, with the lock's difficulty being based on the value of the contents.
  • Some of these containers may be trapped as well. The power of the trap will also be scaled by the value of the contents.
  • Traps will begin to appear randomly in dungeons.
  • These traps will be invisible to the normal observer.
  • They can be detected with the Detect Hidden skill.
  • Players who have a high level of Detect Hidden will be able to detect their presence by merely walking near them.
  • Some traps may be poisoned.
  • Capability was added to have special event regions, to allow things like town invasions.
Also, the messages that appear were based on the type of traps. For example, the type of traps use special font for each such as poison being green, etc... The description of all this lies in the '99 stratics page.

There are screenshots somewhere that shows what it looks like when walking/detecting them with the message/font. I'm thinking it's on the '99 Stratics page but cannot be for certain though.

Re: Detect Hidden

Posted: Thu Sep 02, 2010 2:48 pm
by Sandro
[trapped] = poison trap
[trapped] = damage trap

Re: Detect Hidden

Posted: Thu Sep 02, 2010 3:01 pm
by Faust
I could possibly be mistaken but it seems like I remember there being a...

[trapped] = Physical Damage Traps(Dart, etc...)

Green(Poison Damage Traps), red(Explosion Damage Traps), and blue(Physical Damage Traps) text for trap styles.

Green = Guild Hue
Red = Murderer Hue
Blue = Innocent Hue

Definitely will have to look at the stratics site after work here in a few hours to verify.

Re: Detect Hidden

Posted: Thu Sep 02, 2010 3:07 pm
by Sandro
I don't ever recall a blue hued trapped font. They used the same code for the faction system, and the faction traps, in which you could place traps in towns under your control.

I am extremely familiar with this system and will try to dig up some notes to confirm this.

Re: Detect Hidden

Posted: Thu Sep 02, 2010 4:13 pm
by Faust
Current Stratics - http://uo.stratics.com/content/skills/detecthidden.shtml wrote:To see if a container is trapped place it on the floor and use the Detect Hidden skill on the container or on the floor next to it. If the container is trapped and the skill is successful the words "[trapped]" will appear over it.
The 3 types of container traps are displayed with a color when detected.
  • Purple for explosion traps.
  • Blue for dart traps or dart & explosion traps
  • Green for poison traps, poison & dart traps, poison & explosion traps or poison & dart & explosion traps (ouch!).
I'm highly confident that the '99 Stratics will reflect the same color mechanism. However, my initial thoughts was that explosion traps were purple not red as you stated above Sandro. Reading this pretty much confirmed that it was in fact purple as memorized.

Again, this will easily be verified shortly after work from the '99 stratics site but still positive it will reflect the same data as the current site.

Multi-trapped traps display according to the current mechanism that is set to fire. However, based on my recollection poison always comes first, followed by darts, and finally explosions. This could be wrong though and needs verified too.

Also, this doesn't discount that floor traps may vary different colors such as what was pointed out by Sandro though.

Verification will be provided here shortly though.

Re: Detect Hidden

Posted: Thu Sep 02, 2010 5:19 pm
by Sandro
I guess I was playing too much faction and not enough farming. I never really brought a character with detect-hidden outside of town though..

Re: Detect Hidden

Posted: Thu Sep 02, 2010 10:55 pm
by Faust
Stratics '99 - http://web.archive.org/web/19991116031932/uo.stratics.com/detect.htm wrote: Trapped Containers
  • The 3 types of container traps are displayed with a color when detected.
    • Purple for explosion traps.
    • Blue for dart traps or dart & explosion traps
    • Green for poison traps, poison & dart traps, poison & explosion traps or poison & dart & explosion traps (ouch!).
Dungeon Traps
  • All dungeons can spawn the following traps at random locations: Floor saw trap, floor spike trap, poison gas trap and exploding mushroom trap. The deeper you descend into a dungeon, the more powerful the traps will be.
  • Freestanding traps in dungeons are invisible until detected, and when found become visible to all.
  • Dungeon traps can do up to 60 points of damage.
  • At higher skill levels, merely coming close to simpler dungeon traps will result in "trap here" appearing over the invisible trap. Only the player with high skill will see these messages, though! The trap must be revealed by using the Remove Trap skill for others to see it
  • Revealed dungeon traps will disappear after a few minutes.

Re: Detect Hidden

Posted: Fri Sep 03, 2010 10:01 pm
by Derrick
I'll get the hues fixed.

I've intended to make the dungeon traps invisible for some time, I'll try to get that done soon as well.
I was pretty certain before and and very certain now based on the posted notes above that you didn't ever detect trapped chests by approaching them, this was for dungeon traps only.

Re: Detect Hidden

Posted: Fri Sep 03, 2010 11:11 pm
by Faust
Derrick wrote: I was pretty certain before and and very certain now based on the posted notes above that you didn't ever detect trapped chests by approaching them, this was for dungeon traps only.
That is correct.

Only the dungeon traps had the chance of being detected upon being approached.

Re: Detect Hidden

Posted: Mon Sep 06, 2010 4:12 pm
by Reena Dae
These screenshots are outside of the T2A era, but I figured they might be useful for something.