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An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

PLACEHOLDER

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  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
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  • ""
  • PLACEHOLDER
  • __NOEDITSECTION__ __NOWYSIWYG__
  • "Lays traps that catch ghosts" - Game Description Trap is a Power-Up found in Pac-Man 256. When consumed, spikes will appear around the map for a set duration. These one-time use traps will kill any ghost that runs over them. These spikes will not hurt Pac-Man. The Trap Power-Up requires _ Pac-Dots to be eaten before unlocked.
  • __NOEDITSECTION__ <default>Trap</default> File:Image needed.jpg Stats Type Weight Value Enchantment Displays Museum Deepholme Technical info Origin RefID XX029102(XX must be replaced with the number Dragonborn DLC has in your load order)
  • Trap is a defensive tool used to kill enemy inventory. It's effective against rival infantry.
  • Traps are a type of defensive weaponry featured in The Last Stand 2 and a type of in The Last Stand: Dead Zone.
  • Necessary item for Trap-related skills.
  • Traps can be found throughout the dungeon.
  • Note that this technique is not always successful in retrieving the book. Reviewed 9/6/10 JOD,JCBFrom Scratchpad, a Wikia wiki.
  • Trap est le titre de la trente-troisième de la bande originale du jeu Harry Potter et les Reliques de la Mort : 1ère partie.
  • Kills done by traps don't give any experiences on Arelith.
  • A trap, often called a bear trap and called this by Melinda, is a tile that restricts from movement any object that steps on it. The only way to release the trap is via a brown button that is connected appropriately to it. When a trap is released, it is termed open, and when not released or not connected at all, it is closed.
  • The "Trap"(トラップtorappu) is an environmental hazard in Resident Evil 4, with the concept re-used in Resident Evil: Revelations. In both games they share the same principle as a bear trap.
  • [Source] "Trap" était le surnom d'un lieutenant clone servant la Grande Armée de la République pendant la Guerre des Clones. Il dirigeait la Compagnie Tango.
  • Even the best offensive magic is worthless if the true goal is to give the enemy a nasty surprise. In such cases, this spell is quite useful. Casting it on a chest or door puts a trap of varying effect (poison, acid, bomb or sleep) on it. Any foe who dares to touch it will get a nasty surprise when the trap is set off. Note that to get rid of the spell, the Destroy Trap spell has to be used (also called "Untrap") to disarm the trap.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps that affect mobs, NPCs, or player characters is exclusive to File:None Spec RoundIcon.png Survival [[File:IconSmall .gif||link=]] Hunters.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps is exclusive to Hunters.
  • Traps are placed on the ground at the time of casting, and usually remain there indefinitely until someone walks onto their Trigger Area. When this happens, the person who triggered it, and anyone else within the Area of Effect, will suffer the trap's effects. Traps occupy Command so you cannot have too many on the field at once.
  • Many dungeons are full of nasty traps, and they will be invisible until you stumble into one or are lucky enough to detect it before something bad happens. Detected traps are indicated by a yellow frame around their location. You can try to disarm the trap by clicking on it; on failure the trap will be triggered and hurt you. Another method of disarming a trap is by luring a monster into it.
  • thumb|Die Neu Vestroia TrapsMan kann zu den 3 Bakugan auch eine Trap ins Spiel nehmen, die man während einem Kampf auf der Torkarte platziert. Vorraussetzung ist, dass sie das gleiche Element, wie das im Kampf verwendete Bakugan hat. Man darf eine Trap erst wiederverwenden, wenn man zuvor alle anderen Bakugan verwendet hat.thumb Übersetzt heißt es ja Falle, aber man kann sie auch zur Unterstütztung einsetzten. Kategorie:Bakugan Produkt
  • Als je een trap neer zet, wees er dan zeker van dat je iemand er in mee sleurt en dood hakt met je bijl. Categorie:Trap
  • The Muon Trap, or just the Ghost Trap is one of the tools used in capturing ghosts.
  • Units with trap have a 75% chance of succesfully trapping an enemy unit. A trapped enemy unit cannot perform any actions(attack, use abilities), except retaliate. Trapped units will still take damage from effects (burn, poison) and will still be able to regenerate hp if they have regenerate ability.
  • Traps are a sorta of subdivision of combat. The way traps work is the user plants one and waits for a victim to work in to it. Traps usually do damage. All Traps can be made and used easily but traps have some problems. Some traps are one time use like bombs while others take a bit of time to set up which can be dangerous if you are running. Another is they can be pricey since they can be one time.
  • Traps (also known as "catches") are a group of freestyle moves that involve holding/trapping the nunchaku with a part of your body other than the hand. The most common trap is the armpit trap. Other traps include: * Wrist trap * Chin trap * Elbow trap * Knee trap * Waist trap
  • Como capitán de la Marine, Trap desgasta la típica capa de la marine estándar. En el lado izquierdo de su rostro, Trap posee una placa de metal que cubre toda el área alrededor de su ojo. Trap también es de piel morena con unas cejas un poco abultadas.
  • Trap is the twenty-third episode of Cybertron. It first aired in the United States on October 19, 2005 on Cartoon Network.
  • Traps are a feature introduced in The Sims 3 World Adventures. They are the defense mechanisms in tombs and, if not careful, can result into an interference with a tomb mummy and result in death of the Sim caught by one. There are several kinds of traps, however, only one of them is a death trap. Sims can disarm most traps by tinkering with them or a hole in the wall, or pushing statues upon floor switches or, if the trap is on the floor, onto the trap itself. Sims can even use traps to evade others.
  • If going melee against a trap, you might get hit by multiple projectiles, thereby quickly losing health. Ranged attackers can try to position themselves between the firing lines, thereby not getting hit at all.
  • Sho Tsukioka continues following Kazuo Kiriyama but starts to worry when he realizes that they are heading towards D-8 which will be a danger zone at five. Kazuo stops in front of a restroom and looks at his clock, Kazuo steps in as Sho starts to giggle at the thought of Kazuo peeing, and thinks it is cute that he went out of his way to find a restroom. Male Student # 14: Sho Tsukioka: Eliminated.
  • The episode opens with a sunrise and the voice of Tomitake Jirō protesting that Takano Miyo would never execute the "Emergency Manual" on purpose. The child voice of Rika reminds him that Irie has said the same thing, but since Takano knows her research will end in three years, Rika feels she will become desperate. The scene resolves to the outside of the Furude Temple with Rika addressing Jirō and Irie. Irie agrees and notes that Takano's appeal failed. Rika explains that if the "Emergency Manual" is executed, "someone is going to be held responsible," and someone is trying to take down a rival. She tells Jirō that the Yamainu will murder him. Jirō laughs it off, but Ōishi Kuraudo appears to tell him to take Rika's predictions seriously since she predicted the chain of murders five years
  • Traps are a TechnoType and class of item, devices that perform a - usually harmful - action in response to the presence of a target, which may be specified to possess certain traits, or may be any change introduced into the environment. Mines are a prominent type of trap, and infact, in elven language, mines are referred to as "explosive traps" (if indeed explosive), or by whatever functionality they use to deal damage. Commonly, explosives are used, and sometimes, chemical weapons are deployed in traps as well, but more exotic variants exist. Traps can be single-use, expending themselves when performing their function, or multi-use, able to trigger their function again and again in response to nearby hostile forces.
  • A trap is an item crafted by means of the tinkering skill with 2 volcanic ash, 1 pack of nails and 1 ignot. When placed down on the ground, after another item, such as, say, a gold piece, it will conduct damage on the being that picks it up, unless they (Rogues) have used the skill "Removing traps" to check its existence and /or de-activate it. The beings can be humans, or monsters. The damage to monsters is less, but can be useful. The damage to creatures appears to be calculated with the formula (Tinkering x 5)/4.
  • A trap is a hidden mechanism designed to detonate on contact with a target. Traps are only available to the Sram class of character and some monsters, and are an important part of most Sram builds. Some traps may do damage, poison, reduce (a) movement point(s) for a turn, have an area effect, etc. Traps can be used to make a "turret" - trapping the terrain around a Cra, Xelor or "tank" . Traps are used to both guard areas and to save damage potential when the Sram cannot attack.
  • A trap is a hazard placed on the ground that will trigger an effect, harming whoever set it off. Traps, if detected with search mode, appear as an ominous red overlay in the area. A character can use set trap to place their own trap kits, or use disable device to disable or to recover one set by opponents. The craft trap skill allows one to assemble trap kits. Traps come in a number of varieties such as generic trap kits, projectile traps, alarms and magical spell traps. Traps also have varying power levels, in ascending order: Minor, Average, Strong, and Deadly.
  • In Mafia, a Trap is a night action that combines several other night actions forcing them on the same target (a combo) --typically the block; save; the silence action of the Dentist; and, in some cases, some variation of the spy. The trap groups these actions together into a single role that has its own place among the order of actions. Because of the inability for a trapped player to defend himself, it has become canon to remove the voting power of, and the ability of everyone else to vote for, a trapped player (see silence). While a trap typically lasts one cycle, several variations exist:
  • The Trap track allows toons to deploy gags in front of cogs; once deployed, the cog or cogs must be lured using a Lure gag. Once the lure hits, it is guaranteed the cog will take damage. However, if a cog is already lured, the trap cannot be placed. It is also the most powerful gag track, as it is capable of destroying cogs of higher levels.
  • In 2263 of the alternate reality, the alien scavenger Jaylah had set up traps around the crashed USS Franklin, including a smoke cloud that would harden and created an impenetrable wall which could only be broken by a charge from her staff weapon. After landing on the planet, Captain James T. Kirk and Ensign Pavel Chekov were caught in this trap before Jaylah released them. During the attack on Krall's base, Jaylah equipped a PX70 motorcycle with this particular trap as well as her holographic technology for Kirk to use as a distraction. When the final group of Enterprise crewmembers were surrounded by Swarm drones firing on all sides, Kirk deployed the trap from the exhaust pipe of the motorcycle, shielding the crew long enough for them to be beamed to the Franklin. (Star Trek Beyond)
  • Traps can be either mechanical or magic in nature. They consist of a trigger and the scripts that apply the effect of the trap. Traps can cause damage, affect ability scores, apply curses, add or subtract items from a character's inventory, or really anything the module designer can dream up and script. Setting and disabling traps is part of the repertoire of skills of the rogue and assassin character classes.
  • Traps are features commonly found in both random and fixed dungeons. They are hidden to the player until triggered by the player ("You activate a trap!") or discovered by searching, and usually attempt to cause a status effect or deal damage directly. Traps can be evaded, but increase in both power and accuracy along with the level of the dungeon (DL). It appears that traps are more likely to be dodged if they are revealed to the player.
  • Trap: "Creates a trap that you set and leave for your enemy to trigger." With the exception of certain , Traps are exclusive to Rangers and are associated with Wilderness Survival and Beast Mastery attributes. Traps have activation times and are always easily interrupted while activating. They are location-based and are triggered--with one exception--by adjacent foes. Triggering them activates either an instant effect or an over-time effect. Many deal damage, and they commonly inflict conditions as well. Conditions caused by traps can be extended via various weapon prefix upgrades or some skills, such as Mystic Corruption, when the traps are triggered, not when the traps are laid.
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