Alrighty then - details. The gist is that this is a generic trap mechanism, but in a few variants. Multiple traps use character movement as a basis for the trap. I didn't want to spoil too much but I might have to divulge some bits.
One of these nasty's use the core mechanic of involuntarily move character towards the trap's center, where nasty things happen. One is without resistance - the character upon instigating the trigger slowly marches to his/her doom. This one I can do with Osiris - probably use PROC_CharacterMove
Next is the version of the above, but CAN be resisted. Maybe PROC_ManageCharacterMove a set distance, then check some stuff, repeat?
The other, which is admittedly more complex, is the one I am stuck on. For this one, picture a slippery slope that ends in a <insert damaging event here> and the player can attempt to resist. For this one, I think bringing up an encounter and using AP would manage it better, but not very knowledgeable on how to do so in script.
Thanks for the help, btw
Last edited by RestingLichFace; 07/11/17 12:23 AM.