For example WALL_ITEM_KEYHOLE_RA Has after "state" definition ("VISIBLE"/"INVISBLE") always "TRIGGER" defined, whereas for example FLOOR_ITEM_TRIGGER has it implicitly defined.
It works good for making any object that can stick on a wall be a trigger by just defining "TRIGGER", but for floors it is always FLOOR_ITEM_TRIGGER and if graphics is wanted an extra FLOOR_ITEM_PAD must be added. Why does not floor items also work with the "TRIGGER" defines, thus allowing for example a FLOOR_DECORATION_PUDDLE being a "TRIGGER", and the total amount of objects in the dungeon goes down.
Also does all TRAGET=(...) allow for multiple targets (TARGET=(1,2,..,n)) or does some objects only allow for one target? (Most notable in "Let him suffer" puzzle in DM).
I'll guess the trigger for floor items would affect the innerworkings of the engine just as having an implicit doorframe for every DOOR_n object.
Trigger differences (File format)
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- Gambit37
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Re: Trigger differences (File format)
I think the limit for TARGETS is a maximum of eight per trigger, but you can get multiple effects by using the WALLITEM_RELAY object.
- Gambit37
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Re: Trigger differences (File format)
Oh, and I think all TARGET types can accept 1-8 values for object IDs - not 100% sure though. You'd need to double check with George.
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