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The effect tiles that cause negative effects to the player and their teammates are known as '''Traps''' (Japanese: '''スイッチ''' ''Switch''{{sup/md|RB}}{{sup/md|TDS}}/'''ワナ''' ''Trap''{{sup/md|GTI}}{{sup/md|SMD}}). Before being stepped on, they are disguised as regular floor tiles and remain hidden until they are stepped on. Using a {{DL|Wonder Orb|See-Trap Orb}}, eating an {{DL|Seed|Eyedrop Seed}}, or having the leader hold the [[Looplet|Grass Looplet]]{{sup/md|SMD}} will make all traps on the floor visible. If the leader uses a normal attack on a space in front of themselves, it can also reveal the trap on that particular space. In [[Pokémon Mystery Dungeon: Rescue Team DX|Rescue Team DX]], this move is called Trap Finder. Traps will not trigger if stepped on by enemies unless the trap was created by the party via a {{DL|Wonder Orb|Trapper Orb}} or a move such as {{m|Spikes}}. In every Pokémon Mystery Dungeon game except for [[Pokémon Mystery Dungeon: Gates to Infinity]], traps will never be created on the tile at the entrance of a room. Prior to Pokémon Mystery Dungeon: Gates to Infinity, all traps except for Summon Trap, Pokémon Trap, and Grudge Trap will remain after being stepped on; there is no limit to how many times they can be triggered. However, from Gates to Infinity onwards, all traps have a chance of breaking after being triggered. Most traps in these games have a 100% chance of breaking, but some have a 30% chance of breaking after each activation and can be triggered repeatedly until they break. | The effect tiles that cause negative effects to the player and their teammates are known as '''Traps''' (Japanese: '''スイッチ''' ''Switch''{{sup/md|RB}}{{sup/md|TDS}}/'''ワナ''' ''Trap''{{sup/md|GTI}}{{sup/md|SMD}}). Before being stepped on, they are disguised as regular floor tiles and remain hidden until they are stepped on. Using a {{DL|Wonder Orb|See-Trap Orb}}, eating an {{DL|Seed|Eyedrop Seed}}, or having the leader hold the [[Looplet|Grass Looplet]]{{sup/md|SMD}} will make all traps on the floor visible. If the leader uses a normal attack on a space in front of themselves, it can also reveal the trap on that particular space. In [[Pokémon Mystery Dungeon: Rescue Team DX|Rescue Team DX]], this move is called Trap Finder. Traps will not trigger if stepped on by enemies unless the trap was created by the party via a {{DL|Wonder Orb|Trapper Orb}} or a move such as {{m|Spikes}}. In every Pokémon Mystery Dungeon game except for [[Pokémon Mystery Dungeon: Gates to Infinity]], traps will never be created on the tile at the entrance of a room. Prior to Pokémon Mystery Dungeon: Gates to Infinity, all traps except for Summon Trap, Pokémon Trap, and Grudge Trap will remain after being stepped on; there is no limit to how many times they can be triggered. However, from Gates to Infinity onwards, all traps have a chance of breaking after being triggered. Most traps in these games have a 100% chance of breaking, but some have a 30% chance of breaking after each activation and can be triggered repeatedly until they break. | ||
In Explorers of Time, Darkness and Sky, the traps present in | In Explorers of Time, Darkness and Sky, the traps present in dungeons can vary between versions, sometimes significantly. | ||
From Gates to Infinity onwards, [[Monster House]]s will usually contain a mix of both items and traps, usually having a larger amount of traps compared to other rooms. There is always at least one item and one trap within a Monster House, but it will always contains a total of 14 items and traps in the room altogether. | From Gates to Infinity onwards, [[Monster House]]s will usually contain a mix of both items and traps, usually having a larger amount of traps compared to other rooms. There is always at least one item and one trap within a Monster House, but it will always contains a total of 14 items and traps in the room altogether. |
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