Trigger Traps
The basic game has four types of traps – spear trap, pit trap, falling block trap, and treasure trap. Each trap type has its own set of rules (game logic), details, and corner cases that result from those rules. I implemented support to trigger (spear trap, pit trap, falling block trap). I’ll come back to (treasure trap) later because it has quest-specific rules.
Spear trap rolls one combat die; a skull does 1 body damage and ends the hero’s turn; anything else and the spear misses.
A pit trap always does 1 body damage and ends the hero’s turn. The pit remains, and multiple heroes can fall into it.
A falling block trap rolls 3 combat dice (each skull does one damage), prompts the hero to move one square, then ends the hero’s turn. The fallen block remains (it’s like a normal block). When prompted to move, you can’t move on another hero. If you move onto another trap, it gets triggered, so theoretically you could have a chain of falling block traps. A chain of falling block traps could result in a hero that is permanently trapped forever (and thus dies). This never happens in the official quests. However, it’s theoretically possible, so I implemented this corner case.
mepem37 :: Feb.11.2017 :: HeroQuest, Unreal Engine :: No Comments »