Fantastic module, just what I was looking for. I do have one question, is there currently the means to stop the user's permissions from switching to observer, or automatically revert to the default (none)? Also, is it possible to have options within options, eg:
Airlocks
---> Airlock One ---> toggle open/close
---> Airlock Two ---> toggle open/close
Trying to replicate this:
https://redhg.com/ypsilon14/
Cheers.
Assuming you are talking about journal permissions. There is not currently support for stopping permission changes for that. As well as support for reverting.
I have looked into a permission revert feature but ultimately did not like the solution I came up with. I might revisit it at a later time.
You might have to explain more of what you mean for your second question. There is support for adding multiple doors to unlock. You can also rename the button to “Airlock One” for example.
Do you mean the player would have to unlock door 1 before they could do door 2? If you want more control over the door actions. I’d recommend looking at adding “Locking or Unlocking Doors” as a skill check (found in Auth tab under Terminal tile config). That way you’ll get a dialog and can control when those actions are allowed.
Let me know if that helps.
Sorry I explained what I meant really badly, though using the terminal to lock/unlock doors on the map is something I forgot about.
What I was wondering, was, whether it is possible to do something along the lines of selecting one option from the terminal's menu (say it's called COMMUNICATIONS) this then opens up a different list of options on the terminal (say, for example these two options, OPEN COMMUNICATIONS WITH DOCKING BAY 01, OPEN COMMUNICATIONS WITH DOCKING BAY 02), which depending on which option you pick then leads to a further list of options and responses.
In the case of opening/closing doors, is it possible to have it report the door's change of status as a response in the terminal (for example it changes the text on screen to say locked/unlocked?
Ok, understood. There currently isn’t support for that kind of nesting. The two workarounds which come to mind are
- Secure Shell. Which will connect to another Terminal.
- if the nested material is just text. You can use either a Foundry native UUID link. Or there is html you can use for folding sections (use foundry’s journal source editor). Here is an example (click on one of the sections to expand):
click to open
any html can go in here
relevant html code
<details>
<summary>click to open</summary>
<p>any html can go in here</p>
</details>
There is a visual for when the state of a door changes.