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I edited an example XML to do the trick, but I can't figute out how to test the thing. It does sound fun, but I made the trap very expensive to upgrade. Though, how do I set the initial skull cost to buy the trap from the list? I'm working on it, I suppose. XD
EDIT: Got the traps properly set up as mod files, now to figure out how to add them to the menues. Could replace traps, but that would be boring.
EDIT 2: Got it into the buy menu as it's own trap, need to edit the character menu to do so. Can set the costs there, too. Now I can buy and select it, but I can't figure out how to place it yet. Going to try setting it up to use tar trap visuals for now I guess.
EDIT 3: Guess what, totally got a graphically bugged version working. Downside? You need to 'throw' orcs into it, on the floor there. They don't get sucked in at all, but maybe I can pull the grinder's code in or something to eat them up or something. Kinda funny, really. But hey, a good experiment. I'll work on this again at a later date, but for now I have a couple other priorities.
1 - Remove the minimum speed factor of the trap
2 - Take the function, and put it another trap:
/▌ all over the workshop
/ \ so he can take over