DDO information project/Traps and locks/Summary Table

== Editor Note ==

This table was generated from javascript that scraped all the infos from DDO_information_project/Traps_and_locks. The code is listed here for reference, but please be advised that running this on your computer might be harmful as this page can be freely updated. Run at your own risk. Scraping Code  var levelDD_DCs = {}; var levelOL_DCs = {}; var diff = ['Casual', 'Normal', 'Hard', 'Elite'];

function genDC_obj(type, level) { var DC_obj = type === "OL" ? levelOL_DCs : levelDD_DCs;

var sectionId = document.getElementById(`Level_${i}_quests`); var startFindUl = sectionId.parentElement;

// Find correct UL with DC info var ul = startFindUl; while((ul = ul.nextElementSibling).tagName !== "UL"){ } // This shouldn't infini-loop ? if(type === "OL") { while((ul = ul.nextElementSibling).tagName !== "UL"){ } // Do twice, to grab 2nd UL		}

// For each LI element: create the DC		DC_obj[i].Casual = '-'; Array.from(ul.children).forEach((v, c) => { 			var result = /[0-9]+/.exec(v.children[0].children[0].innerText);			if(!result) { // use speculated instead				result = /[0-9]+/.exec(v.children[0].children[1].innerText);				resultText = result ? result[0]+"*" : "-";			}			else { // Use actual				resultText = result[0];			}

// Set value for level/diff. Not all levels have DCs for casual. DC_obj[i][diff[ul.children.length == 4 ? c : c + 1] || 'err'] = resultText; });			}

// Generate object for each level for(var i=1; i<=34; i++){ levelDD_DCs[i] = {}; levelOL_DCs[i] = {};

genDC_obj("DD", i); genDC_obj("OL", i); }

// Create table code for Mediawiki var tableStr = ""; for(var i=1; i<=34; i++){ tableStr += `\n|-\n|| ${i} || ${levelDD_DCs[i].Casual} || ${levelDD_DCs[i].Normal} || ${levelDD_DCs[i].Hard} || ${levelDD_DCs[i].Elite} \n|| ${levelOL_DCs[i].Casual} || ${levelOL_DCs[i].Normal} || ${levelOL_DCs[i].Hard} || ${levelOL_DCs[i].Elite}`; }	console.log(tableStr);

Table
As a rule: A safe bet to determine if you can safely Disable Device and Open Lock is 10 + (quest level × 3).