So far, trap animations always affect default lemming sprites. Of course I know it's probably impossible (or not technically impossible, but an unreasonable amount of additional work for little benefit) to transfer all existing trap animations to include those sprite types with genuinely different shapes (i.e. X-Mas sprites, Lemminas, and Millas).
For
Lemminas, I went into each of the trap animations (and teleporter/receiver animations, of course) and changed them manually. It wasn't as much work as you might think, but then I'm only using a handful of traps in my level pack. Potentially, if someone wanted to use the Lemmina sprites in their own level pack, they would currently only be able to use the traps that I've customised (or, customise their own if they want it to be consistent).
Saying that: my eventual goal is to have Lemmina versions of all the default traps, and maybe even a few of the custom ones as well. In fact,
two of the traps in
Lemminas are completely new animations: the "electricity block" taken from the Crystal set now
melts the Lemminas rather than electrocuting them (check out the animation if you haven't already seen it), and the "zapper" from the Bubble set now sends them into another dimension (they disappear gradually). What other dimension, you ask? Well: that's where the sequel comes in!
Doing this properly would require re-doing some of the trap graphics to avoid said problem. An ideal design would actually separate the graphics of the lemming getting killed from the trap itself, but that would mean redoing all the trap graphics in existence.
That's actually a lot more reasonable now that we have secondary animations. They'd still need to be seperated, but I suspect at least some of this can be automated
I agree with the idea that trap graphics should be recoloured as well, and it's good to know that it'd also be possible for athletes/neutrals/zombies, etc as well as regular lemmings.
So, I'm happy to offer to go through the default ones, find the pixels that crossover with the Lemming sprites, and recolour them manually so that they're different enough not to get affected by a recolouring algorithm. It wouldn't be that much work and I'd enjoy it as a mini-project.
Removing the lemming from the animation would be more work, to be honest, and would also make creating custom traps more difficult. If it's possible to do all of the various recolourings whilst keeping the lemming part of the main animation, I'd vote for this as the less-potentially-messy way to go.
Also, I think custom traps should be the responsibility of the style creator: make sure that the traps themselves don't contain any pixels that are the same colour as a lemming, and you're good to go. (Incidentally, I made sure whilst creating the custom Lemmina traps that none of the trap's pixels were the same as Lemmina colours).
The obvious question here would be: if an algorithm for trap recolouring
is created, would it also be possible to implement it for custom sprite sets such as Lemminas that contain completely new sprites/colourings? I'm guessing it would be implemented into either the theme.nxtm or scheme.nxmi files...