kts.SetBladeTrap – add a blade trap to a door or chest tile
kts.SetBladeTrap(position, trap_item, bolt_item, direction)
This adds a blade trap to a door or chest tile. When the door or chest is opened (or struck with a weapon), the trap will trigger.
position
gives the position of the tile to be trapped.
trap_item
is an ItemType that represents the trap itself; this item will be put back into the dungeon if a knight safely disarms the trap.
bolt_item
is an ItemType that represents the missile fired by the trap. This ItemType is used only for its missile properties (damage, speed etc.); the item itself will not appear in the dungeon.
direction
is the map direction ("north", "south", "east" or "west") in which the bolt will be fired.
No value is returned.
Errors will be raised if the inputs are not valid positions, item types or directions.
If there is no trappable door or chest at the given position, then no error is generated; instead, the function just does nothing.
Door/chest tiles can only contain one trap at a time. If a trap already exists when this function is called, then the existing trap will be triggered, and then the new trap will replace it.