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Replaces the flat-percent HP nick from D1e with the design doc's three Tier 1 traps (Pit, Tripwire Alarm, Poison Dart). Each trap defines its own detect skill + DC and damage dice; selection is deterministic per (runID, roomIdx). resolveTrapRoom now picks a trap, rolls Perception/Investigation, and either narrates a clean spot (zero damage) or rolls the trap's dice and applies HP loss with the existing KO-protection clamp. Tripwire deals no damage but raises the alarm narratively. Higher-tier zones still fall through to resolveTrapRoomLegacy until D3a/D4a fill in their catalogs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
10 KiB
10 KiB