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Trap Triggers?

Currently running a campaign with multiple traps. I don't know how difficult the coding would be, but it would be nice to set an area on the map that would automatically trigger a trap. The GM would be responsible for setting up the trap (applying the layers correctly, setting the sapce for the trigger zone, knowing the dmg etc. for said trap), but is it possible to make the graphic trigger by itself?  EX: 3x3 square set as the trigger zone for a pit trap. The GM has a 3x3 pit graphic hidden on the bottom layer of the map with the overhead map above it. Once the player enters the trigger zone, the pit automatically jumps to the top layer of the map, making it look as though the player has triggered the pit. GM calls for PC to avoid based upon setting rules and applies damaged based upon setting rules.  This concievably works well with all trap types: falling traps, rolling traps, blades, gases, arrows, summons, explosions, etc. Thoughts?
According to what has been said on other threads one of the features that will be added at some point is tokens with more than one face and the ability to "flip" said tokens. You could accomplish what you want with a token that has multiple faces by flipping it when the PC enters the area. However, this does not address the automation feature that you are asking about, because you would still be responsible for triggering it.
There are no plans to include that level of automation in Roll20. The goal here is to have a virtual table top, not a complete game automation system. We want a table that provides the generic tools (dice, tokens, maps, cards) that is usable across all gaming systems, styles and type.
What about using the rollable tables? They can be set to a specific face and graphics added. Leave one side blank and another with the trap symbol. When "activated" you would have to turn to the correct side but it would simulate what you want done. Not automated though.
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Gauss
Forum Champion
What I use for traps is a token or drawn area on the GM layer. I move it to the Map layer when the players hit the trap.  - Gauss