> For the complete documentation index, see [llms.txt](https://pikmin1211.gitbook.io/ultimate-tutorial-3/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pikmin1211.gitbook.io/ultimate-tutorial-3/editing/events/traps.md).

# 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
```
