Traps
Traps are a broader umbrella for a changeable part of the map. Walls, snags, and tile changes all fall under this section. A good number of them are made automatically though, so you'll only need to keep track of the following:
BLST [XX,YY] type // ballista
FIRE [x,y] startTurn repeatTimer // repeating fire trap
GAST [x,y] direction startTurn repeatTimer // repeating gas trap
ARROW [x,y] startTurn repeatTimer // repeating arrow trap
FIRE2 [x,y] // instant fire trap
MINE [x,y] // instant mine
EGG [x,y] startTurn level // gorgon egg
[x,y]
type indicates whether the ballista is normal (0x34), iron (0x35), or killer (0x36). repeatTimer is how many turns it takes for a trap to trigger again. level is the level of a hatched Gorgon from the trap.
The macros used for these are:
NormalBallista(XX,YY)
IronBallista(XX,YY)
KillerBallista(XX,YY)
FireTrap(XX,YY,startTurn,repeatTimer)
GasTrap(XX,YY,direction,startTurn,repeatTimer)
PoisonTrap(XX,YY,direction,startTurn,repeatTimer)
ArrowTrap(XX,YY,startTurn,repeatTimer)
InstantFireTrap(XX,YY)
MineTrap(XX,YY)
GorgonEggTrap(XX,YY,startTurn,level)
Something to note is that TrapData ends with ENDTRAP instead of END_MAIN like the other categories.
Traps1:
ENDTRAP
ALIGN 4
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