Closed RandallDavis closed 9 years ago
traps show a unique flash token when they are interacted with, and present the GM with a set trap off api button, and a disarm one, so that he can determine when to activate the 'trap' and print out whatever notes are attached.
States:
If a door is unlocked, a trap can only go off when the door is toggled.
If a door is locked, a trap could go off when the door is interacted with (trap triggered but no toggle) or only when it is toggled (interacting with the locked door has no practical effect).
Options:
Unlocked untrapped: lock, set trap (toggle). Locked, untrapped: unlock, set trap (toggle), set trap (interact). Unlocked, trapped (toggle): lock, disarm (toggle), lock and make trap interactive. Locked, trapped (toggle): unlock, disarm (toggle), change trap to interactive. Locked, trapped (interact): unlock and change trap to toggle, change trap to toggle, disarm (interact), unlock and disarm (interact).
As suggested, any time a trap is set, we can have an option of "detonate" that removes the trap but displays the trap animation.
In play, there might be cases where the trap should be triggered when interacting with the lock. This is not the same as interacting with the door and is something that would have to be managed manually through gameplay (rules and conversation are both involved). This would require a gm to disarm or detonate the trap.
This is done - there's no storing / displaying of text feature, but it's functional and visual.