
[power1000]
Name = POWER_CAVE_IN_TRAP
SoundSamples = 837
SoundPlayed = 927
Power =   0    5    6    7    8    9   10   11   12
Cost = 1000 1200 1400 1600 1800 2000 2200 2400 2600
Duration = 200
Castability = ALL_GROUND UNREVEALED
Artifact = NULL
Properties = HAS_PROGRESS
PlayerState = PLAYER_STATE_CAST_SUBTILE
ParentPower = NOPOWER
CastExpandFunc = general_expand
UseFunction = magic_use_power_cave_in

[power1001]
Name = POWER_FREEZE_TRAP
SoundSamples = 0
SoundPlayed = 50
; Because Freeze is now linked to the creature spell all the levels share the same power by default, with 'general_expand' you have to change these values however you like.
Power = 125 125 125 125 125 125 125 125 125
Cost = 1250 1375 1500 1625 1750 1875 2000 2125 2250
Cooldown = 20
Castability = ALL_GROUND UNREVEALED ENEMY_CRTRS CUSTODY_CRTRS NEEDS_DELAY
Artifact = NULL
Properties = 
PlayerState = PLAYER_STATE_CAST_ON_TARGET
ParentPower = NOPOWER
; To have this power chargeable like other replace 'do_not_expand' with 'general_expand'.
CastExpandFunc = do_not_expand
Spell = SPELL_FREEZE
Effect = EFFECT_RISING_ICE_BLOCKS_FREEZETRAP
UseFunction = magic_use_power_apply_spell

[shot1000]
Name = SHOT_TURRET
Animation = 927
AnimationSize = 128
AnimationTransparency = 1
Size_XY = 128
Size_Z = 128
Health = 20
Damage = 35
IsMagical = 0
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 190
BaseExperienceGain = 256
MaxRange = 3000
PushOnHit = 0
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 6
Lighting = 7 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 1
HitDoorEffect = 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties =

[shot1001]
Name = SHOT_CANNON
Animation = 921
AnimationSize = 128
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 45
IsMagical = 0
HitType = 2
AreaDamage = 6 40 90
Speed = 126
MaxRange = 4000
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
Lighting = 10 52 1
FiringSound = 46
ShotSound = 43
ShotSoundPriority = 1
Unshaded = 1
ExplosionEffects = 50 0 0 0
VisualEffect = -1
VisualEffectAmount = 2
VisualEffectSpread = 127
VisualEffectHealth = -3
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 4
HitDoorEffect = 4
HitHeartEffect = 4
Properties = CAN_COLLIDE EXPLODE_FLESH

[shot1002]
Name = SHOT_FLAME_TRAP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 15
Damage = 3
IsMagical = 0
HitType = 2
Speed = 128
MaxRange = 1000
BaseExperienceGain = 32
DestroyOnHit = 0
TargetHitstopTurns = 6
Lighting = 7 52 0
FiringSound = 56
ShotSound = 0
ShotSoundPriority = 1
Properties = REBOUND_IMMUNE HIDDEN_PROJECTILE NO_STUN
FireLogic = 2
EffectModel = EFFECTELEMENT_BALL_OF_LIGHT
EffectSpacing = 96
EffectAmount = 2

[shot1003]
Name = SHOT_FLAILTRAP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 4
Damage = 0
AreaDamage = 3 120 40
PushOnHit = 0
MaxRange = 500
HitType = 2
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
TargetHitstopTurns = 6
FireLogic = 5
FiringSound = 26
FiringSoundVariants = 6
ShotSound = 0
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 137 1
HitWallEffect = 49
HitWallSound = 138 3
HitDoorEffect = 49
HitDoorSound = 141 3
HitHeartSound = 144 3
HitWaterEffect = 19
HitWaterSound = 36 1
BleedingEffect = EFFECT_BLOOD_HIT
FrozenEffect = EFFECT_HIT_FROZEN_UNIT
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
Spread_XY = 0

[shot1004]
Name = SHOT_BEARTRAP
Animation = 928
AnimationSize = 128
AnimationTransparency = 2
Size_XY = 128
Size_Z = 128
Health = 40
Damage = 1500
HitType = 2
SpellEffect = 12
FireLogic = 5
TargetHitstopTurns = 6
Speed = 256
BaseExperienceGain = 256
DestroyOnHit = 1
FiringSound = 48
ShotSound = 49
ShotSoundPriority = 1
Unshaded = 1
HitCreatureSound = 50 1
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = WIND_IMMUNE
Spread_XY = 0

[shot1005]
Name = SHOT_WIND_TRAP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 40
Damage = 0
HitType = 2
Speed = 200
MaxRange = 3000
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 40
ShotSound = 0
ShotSoundPriority = 1
SoftLanding = 1
VisualEffect = -12
VisualEffectAmount = 10
VisualEffectSpread = 1023
WithstandHitAgainst = WALL DOOR
Properties = NO_HIT WIND_IMMUNE HIDDEN_PROJECTILE
UpdateLogic = 2

[shot1007]
Name = SHOT_CHAIN
Animation = Chain
AnimationSize = 300
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 200
MaxRange = 2800
Damage = 0
IsMagical = 0
HitType = 2
AreaDamage = 0 0 0
SpellEffect = 0
Speed = 200
PushOnHit = -2
BaseExperienceGain = 256
DestroyOnHit = 1
BounceAngle = 0
TargetHitstopTurns = 8
Lighting = 0 0 0
FiringSound = 0
ShotSound = 988
ShotSoundPriority = 1
Unshaded = 1
HitCreatureEffect = 0
HitCreatureSound = 0 0
HitWallEffect = 0
HitDoorEffect = 0
HitHeartEffect = 0
HitWaterEffect = 19
HitWaterSound = 36 1
Properties = NAVIGABLE
FireLogic = 5
EffectSpacing = 1
EffectAmount = 30

[shot1008]
Name = SHOT_LIGHTNING_TRAP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Size_XY = 128
Size_Z = 128
Health = 10
Damage = 20
IsMagical = 0
HitType = 2
Speed = 256
MaxRange = 5120
BaseExperienceGain = 256
DestroyOnHit = 0
MaxRange = 3000
TargetHitstopTurns = 6
Lighting = 10 52 0
FiringSound = 55
ShotSound = 0
ShotSoundPriority = 1
HitCreatureEffect = 1
HitCreatureSound = 137 1
HitWallEffect = 4
HitDoorEffect = 4
HitHeartEffect = 1
Properties = REBOUND_IMMUNE WIND_IMMUNE HIDDEN_PROJECTILE
FireLogic = 1
UpdateLogic = 1
EffectModel = EFFECTELEMENT_ELECTRIC_BALL3
EffectSpacing = 96

[shot1022]
Name = SHOT_FEAR_TRAP
Animation = 0
AnimationSize = 0
AnimationTransparency = 0
Health = 1
Damage = 0
AreaDamage = 12 0 0
MaxRange = 2560
HitType = 4
SpellEffect = SPELL_FEAR
Speed = 0
BaseExperienceGain = 256
DestroyOnHit = 0
TargetHitstopTurns = 6
FiringSound = 570
ExplosionEffects = EFFECT_FEAR_CIRCLE NULL NULL NULL
Properties = NO_HIT REBOUND_IMMUNE
