Editing Template:Trap Note

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Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
 
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
  
In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.{{#if: {{#pos:{{PAGENAME}}|IED}}|<br>IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}</includeonly><noinclude>{{Documentation}}</noinclude>
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In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
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{{#if: {{#pos:{{PAGENAME}}|IED}}|<br>IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}</includeonly><noinclude>{{Documentation}}</noinclude>

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