Motives: Average. Greening: Slow Special Objects: New set of list: Switches (switches can trigger traps, and stuff with pre-existing objects) Button - triggers a linked object only for certain amount of time. Interaction for owner: link to. Interaction for owner&player: press it. Lever - toggles on and off a linked object. Interactions: 'flick the lever'. Interaction for owner: link to. Interaction for owner&player: flip it. #1 Floor switch - will remain active once someone stepped on. Interaction for owner: link to. Interaction for owner&player: step on it. Tripwire - trigger's a linked trap when somebody walks pass through it. Interaction for owner: link to & hide it & reveal it. Traps Falling trap: makes floor disappear and literally drops the player one/few levels down. Net/Rope trap: makes ceiling disappear and literally ascends the player one/few levels down. Dispenser: FlameThrower: set player's sim on fire. Knockout gas: have player's sim pass out. Stinky bomb: makes player's sim stinky. Discharge: player's sim get electrecuted. Treasure Chests - objects, items and cash that can be stored in for visitors to collect. Interaction for owner: lock it & unlock it. Sliding Bookshelf Doors - only can be opened by a certain level and by its skill (customized by the owner), or/and by a switch. Key: intented to open doors and chest, which can be hid in pinatas (after it is striked). Trash compactors&bins. Sinks (require specific mechanical skill by the owner). Chest. Behaviour with non-exclusive objects. Lever a-like: tv and stereo (turning on/off), computer (hacking), lights (turning on/off). Button a-like: toilet (flushing), treasure (opening), repairing something, phone ("picking it up"). #1 Floor Switch: Start rug, Yellow Backgammon Marker, Arrow Marker, Red Backgammon Marker #2 Floor Switch - keeps toggled a linked object as long as somebody is standing on it Interactions: Link => Turn on to=> [object] => [result]: list Turn off to => [object] => [result]: Linked objects The Following results can happen to the respective objects: Stove ~ be set on fire. Electronics ~ a)break; b)turn on; c)turn off. Doors ~ a)unlock; b)lock. Once you select the mode for switch (or you skip this step If it's temporal type), you can then link the switch with that mode to an object when that mode occurs. For example, with a switch you assign to a door, via Link to => Door. After that, select what will happen to it. Since it is already closed, the available interaction is => Unlocked. I can also link it to another object, like a stove to start burning. Link to => Stove => Start a fire!.