Add option to call a scenario special node to apply the effect of a trap
Also: - The possible traps resulting from "random trap" is expanded to include the knife trap - A custom picture can be specified for the trap dialog - A given custom trap special node can be reused for the same trap with different levels - the pointer -5 holds the trap level passed to the ONCE_TRAP node
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@@ -9,4 +9,5 @@ Alarm (town hostile)
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Flames
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Dumbfound
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Disease
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Foul Spray (disease all)
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Foul Spray (disease all)
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Custom Effect
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