New FLOOR_TRIGGER functionality
Posted: Fri Apr 12, 2002 12:20 am
I thought I'd add this again here as a suggestion as my original comment about this has been lost in the archive since v0.19 has been made available:
I propose that pads activated by objects should have an extra parameter, something like this:
FLOORITEM_TRIGGER OPBY=(OBJECT_XXXX) ACTION=(XXXX) OPTIONS=(STATUS:ITEMCARRIED)
where STATUS could be either ITEMCARRIED or ITEMPLACED (or something more suitable).
For those that don't know, RTC floor triggers that are activated by objects will activate whether the object is a) on the tile, b) carried by the party, or c) being thrown OVER the tile. This is significantly different from DM - the fact that triggers can be activated by objects merely passing through the tile space can severely mess up sophisticated puzzles.
It would allow dungeon designers to make traps more like the original DM. What do you think George?
I propose that pads activated by objects should have an extra parameter, something like this:
FLOORITEM_TRIGGER OPBY=(OBJECT_XXXX) ACTION=(XXXX) OPTIONS=(STATUS:ITEMCARRIED)
where STATUS could be either ITEMCARRIED or ITEMPLACED (or something more suitable).
For those that don't know, RTC floor triggers that are activated by objects will activate whether the object is a) on the tile, b) carried by the party, or c) being thrown OVER the tile. This is significantly different from DM - the fact that triggers can be activated by objects merely passing through the tile space can severely mess up sophisticated puzzles.
It would allow dungeon designers to make traps more like the original DM. What do you think George?