Inspired by unused GFX in classic tileset that bundled with all ZQuest classic downloads, here are horizontal, vertical, diagonal, 8-way and even circular Line of sight and constant traps.
FF Z1 line of sight trap. Waits until Link is within it`s line of sight (or limited one, depending on settings) and attacks. It takes time for trap to reset after launch attack.
FF Linear constant trap. Moves back and forth, turning 180 degrees on collision with obstacles and enemies.
Circulum Line of Sight Trap. Waits until Link is inside his line of sight - arc of specific radius, length and width - and attacks by moving in circular pattern. AFter hitting it`s limits, unwalkable combo or enemy, it returns to original position, again moving in circle.
Circulum constant trap. Moves in circles, turning 180 degrees on collision with obstacles and enemies.
Update 26.07.2025 - Fixed recursive declaration bug which caused Circulum traps to fail compilation on 2.55+. Credit goes to Connorclark for discovery.
Update 03.03.2026 - added option to assign SFX when trap activates. See new config in script files.
//FF Z1 line of sight trap.
Step speed used
Attribute 1: Range for horizontal sight.
Attribute 2: Range for vertical sight.
Attribute 3: Range for "/" diagonal sight.
Attribute 4: Range for "\" diagonal sight.
Attribute 5: Add together: 1 - can phase through solid combos, 2- can move across water, 4- can move over pits.
Attribute 6: Retraction precentage speed modifier.
Attribute 7: X Size, in tiles
Attribute 8: Y Size
Attribute 9: Proximity margin.
Attribute 10: >0 - collides with enemies.
Attribute 11: -1
Attribute 12: Script Slot
//FF Linear constant trap.
Step speed used.
Attribute 1: Starting direction (0-7).
Attribute 2: X Size, in tiles
Attribute 3: Y Size
Attribute 4: Add together: 1 - can phase through solid combos, 2- can move across water, 4- can move over pits.
Attribute 5: >0 - collides with enemies.
Attribute 11: -1
Attribute 12: Script Slot
//Circulum Line of Sight Trap.
Step speed used.
Attribute 1: Circle radius.
Attribute 2: Starting angle. In degrees
Attribute 3: Proximity arc length.
Attribute 4: 0 - clockwise movement, 1- anti-clockwise movement, 2 - depending on Link`s positon, chosing shortest circular route.
Attribute 5: Add together: 1 - can phase through solid combos, 2- can move across water, 4- can move over pits.
Attribute 6: Retraction precentage speed modifier.
Attribute 7: X Size, in tiles
Attribute 8: Y Size
Attribute 9: Proximity margin.
Attribute 10: >0 - collides with enemies.
Attribute 11: -1
Attribute 12: Script Slot
//Circulum constant trap.
Step speed used.
Attribute 1: Circle radius.
Attribute 2: Starting angle.
Attribute 3: 0 - clockwise movement, 1- anti-clockwise movement, 2 - depending on Link`s positon, chosing shortest circular route.
Attribute 4: X Size, in tiles
Attribute 5: Y Size
Attribute 6: Add together: 1 - can phase through solid combos, 2- can move across water, 4- can move over pits.
Attribute 7: >0 - collides with enemies.
Attribute 11: -1
Attribute 12: Script Slot