RemoveTreasureTrap
Remove a found treasure trap: thief-only, one turn, and failure springs it.
Full documentation: RemoveTreasureTrap. Wire type: remove_treasure_trap.
Legal session modes: exploring
JSON Schema
{
"description": "Remove a found treasure trap: thief-only, one turn, and failure springs it.\n\nThe party must be exploring a dungeon (see\n`EnterDungeon`), with light, and the trap\nmust already have been found by\n`InspectTreasure`.\n\nModes:\n `exploring`\n\nRejections:\n - `session.command.wrong_mode` - the session is not exploring a dungeon.\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.member_incapacitated` - the member cannot act.\n - `exploration.trap.not_a_thief` - the member has no thief skills.\n - `exploration.feature.unknown` - `feature_id` names no trapped feature on\n this cell.\n - `exploration.trap.not_found` - the trap has not been found yet.\n - `exploration.trap.already_resolved` - the trap was already removed or has\n already sprung.\n - `exploration.action.requires_light` - removal needs real light.\n - `exploration.search.already_tried` - this character already attempted the\n removal.\n\nEvents:\n `DetectionRolledEvent` with the\n skill roll, then a `TrapEvent`:\n `exploration.trap.removed` on success, `exploration.trap.sprung` on failure.\n The sprung trap resolves at once against the thief, each step its own event:\n a `SavingThrowRolledEvent` when\n the trap allows a save,\n `DamageDealtEvent` and\n `HitPointsReportedEvent` for\n damage, `EffectAttachedEvent` and\n `ConditionGainedEvent` for a\n condition, `DeathEvent` when it kills\n outright, and\n `LocationEnteredEvent`, `via`\n `\"trap\"`, when it drops the party somewhere else. One turn passes.",
"properties": {
"command_type": {
"const": "remove_treasure_trap",
"default": "remove_treasure_trap",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"character_id": {
"title": "Character Id",
"type": "string",
"description": "The thief who works on the trap, by\n`MemberView.id`. A failed attempt springs the trap on\nthis member, so the party's best thief is also the one most at risk."
},
"feature_id": {
"title": "Feature Id",
"type": "string",
"description": "Which trapped cache to disarm, named the same way as for\n`InspectTreasure`. The trap has to have been found\nalready, or the command comes back with `exploration.trap.not_found`."
}
},
"required": [
"character_id",
"feature_id"
],
"title": "RemoveTreasureTrap",
"type": "object"
}