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Additional Trap Properties and functions (Issue + request) #3158

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6 tasks
ErminioLucente opened this issue Apr 18, 2024 · 0 comments
Open
6 tasks

Additional Trap Properties and functions (Issue + request) #3158

ErminioLucente opened this issue Apr 18, 2024 · 0 comments

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@ErminioLucente
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ErminioLucente commented Apr 18, 2024

Here are several requests all tied to traps.

  • ISSUE
    A Known issue, traps don't use named effects/shots.

  • REQUEST 1 : Additional cast types
    Allow users to directly cast the trap to the map, armed and ready.
    -By manufacturing and increase usable quantity OR...
    -additional setting to allow users to pay, to cast a trap.
    Without having to wait for imps to place boxes.

  • REQUEST 2 : Re-ARM
    A new property to allow traps to stay or be removed from map when ammo is depleted.
    Additional related property that allows a delay between re-arming the trap to be used again right away.
    so... a machine gun with 100 shots, that remains depleted for 400tics, before rearming.

  • REQUEST 3 : new effect + sfx
    A new sound property for when a trap has been depleted, and effect used when the trap has depleted and vanished, if request 2 is added.

  • REQUEST 4 : damage
    A trap specific damage property that overrides the shot damage and can be used in conjunction with STRENGTH_BASED flag.

  • REQUEST 5 : blocker
    A trap that can block specific creatures from passing

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