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  1. #51
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by azura evley View Post
    do you take sanity/health damage if you successfully protect someone at night?

    Nope! Quite the contrary, if you happen to be protecting them and they come up at the victim, not only are they saved and kept alive, but there are other benefits involved...

  2. #52
    taking flight! VeloJello's Avatar
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    Howdy! There was a nasty trap in this spot. Is there any way to conclusively know whether the trap is or is not persistent, and whether it will fire off again should someone search that area? It's kind of hard to tell, since this

    Quote Originally Posted by That Post
    You approach the tile again and slam a hoof down on it, dashing out the way afterwards. When nothing happens, you sigh, thankful that the trap seems to have subsided...for now, at least.
    seems to imply that the trap might be persistent, but nothing next to the location info signifies that there is a trap, or that a trap has been disarmed.


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  3. #53
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Velocity View Post
    Howdy! There was a nasty trap in this spot. Is there any way to conclusively know whether the trap is or is not persistent, and whether it will fire off again should someone search that area? It's kind of hard to tell, since this

    seems to imply that the trap might be persistent, but nothing next to the location info signifies that there is a trap, or that a trap has been disarmed.

    Yeah, for future rounds, we're going to make clearer distinctions between single-use traps and persistent traps among a few other "home improvement" additions.

    I would kind of need to verify this particular case with the magical @Suicune's Fire, but I think it's a persistent trap.

  4. #54
    @Velocity Sorry to be misleading; the trap isn't persistent. It was more meant to be flavour text about uncertainty but you're all safe. :) It's safe to assume all traps are single use, except trapped items which must be disarmed. Additionally, if the trap was still functional, it would show up alongside the interactive object in the front page where the locations are listed. :)

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  6. #55
    taking flight! VeloJello's Avatar
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    Very good to know; thanks for clearing that up, you two!


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  8. #56
    Quote Originally Posted by Velocity View Post
    Very good to know; thanks for clearing that up, you two!
    All good in the hood, Velo. :)

  9. #57
    🍁Orange Fluff Ball❄️ azura evley's Avatar
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    is using this:x2 [Verve Syringe] - When taken, player will sustain 1 point less Health damage if they encounter a trap. Lasts for two cycles. (1 Day, 1 Night.) counted as using a full turn?
    VVV DO NOT CLICK ME VVV

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  10. #58
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by azura evley View Post
    is using this:x2 [Verve Syringe] - When taken, player will sustain 1 point less Health damage if they encounter a trap. Lasts for two cycles. (1 Day, 1 Night.) counted as using a full turn?
    You know what?

    Let's make it so they don't. I'm come to terms that consumable items are really borderline worthless if they kill a player's turn to use them, so have at it, go hog wild, and laugh.

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  12. #59
    No consumable item takes a whole turn. xD I sort of unofficially mentioned it at the start of the game but I guess it wasn't really stated anywhere.

  13. #60
    The Known Stranger Morzone's Avatar
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    Question here, if you escort someone to open up a new area, Does it count as searching that area? For instance if a door had a poison and fire type lock, and I escorted a fire type to the door, would I be able to unlock the poison at the same time as well as search what's behind the door? Or would I have to escort the pokemon out first to make sure they aren't hurt by whatever is behind the door, then have to come back another time.

    VPP

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