obj/triggys
	spawn_locators
		icon = 'icons/triggers.dmi'
		icon_state = "blue"
		var
			E_s_id_num = 0
	traps
		good
			gamemode_trigger
				escape_win
					icon = 'icons/hot_zone_2.dmi'
					density = 0
					layer = N_TURF_LAYER+1
					mouse_opacity = 1
			weapons
				land_mine
					icon = 'Items/items.dmi'
					icon_state = "mine_set"
		bad
			death_hole
			spawn_trigger
				icon = 'icons/triggers.dmi'
				icon_state = "red"
				var
					E_rand_off_on = 0
					//***********Spawn-Settings**********
					E_is_spawn = 0
					E_s_spawn_type = null
					E_s_number_to_spawn = null
					E_s_spawn_at_a_time = null
					E_s_spawn_force_mutate = 0      //Forces boss to mutate once spawned to whatever form you give it. EX: setting it to 5 will force birkin to mutate to his 5'th form instantly.
					E_s_spawn_delay = null
					E_s_auto_target = 0
					E_s_id_num = 0                  //where we want the BOWs to spawn, simply set to any # than place /obj/triggers/spawn_locators with a matching id_num on the map.
					E_s_message = null              //message will appear after its been set off.
					E_s_trigger_msg = 0             //set to 1 if you want the player who set it off to be the way to say the message line.
					E_s_trigger_global = 0//set to 1 if you want the msg to be global.
					E_s_music = 0                   //See "Read Me" for music settings.
					E_s_D_open_doors_id_num = 0     //Any secure door in the game whos ID # matchs this number opens up.
					E_s_D_close_doors_id_num = 0    //Any secure door in the game whos ID # matchs this number closes.
					E_s_spawn_death_open_doors = 0  //This only works when a boss is spawned, after the boss dies that was triggered by this, any door in the game with this ID num will open.
					E_s_spawn_force_death_form = 0  //This will force a boss that was spawned by this trigger to die at this form. EX, If spawning Mr.X and this variable was set at 1, Mr.x will die in form 1 without going to form 2
					E_s_break_tubes = 0 // Any bestiary tubes witht he same ID will break.