I have been upgrading my Kid dungeon to work with the latest format, and noticed something strange.
I have a couple of FLOORITEM_TRIGGERS which I fixed so that they would only be activated if the party is facing east. I guessed at the parameter for this and added OPTIONS=(FACING:EAST) to the trigger. The dungeon compiled fine with no errors.
However, the pads didn't work as expected and when I searched through the DM dungeon I discovered that the parameter is actually OPTIONS=(DIRECTION:EAST).
The compiler isn't catching this as an error, which I guess is classed as a bug?
Compiler bug (?) in trigger parameters (v0.17)
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- George Gilbert
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Re: Compiler bug (?) in trigger parameters (v0.17)
Hmm - I can't reproduce this!
Can you please post the exact (complete) line of text you've used for the trigger and I'll have another look?
Can you please post the exact (complete) line of text you've used for the trigger and I'll have another look?
- Gambit37
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Re: Compiler bug (?) in trigger parameters (v0.17)
<pre> 95 FLOORITEM_TRIGGER 10 4 0 OPBY=(PARTY) ACTION=(ACTIVATE) TARGET=(96) OPTIONS=(FACING:EAST)96 FLOORITEM_TEXT 10 4 0 STATE=(INVISIBLE) TEXT=(DO NOT TOUCH ME)</pre>
It makes no difference if the OPTIONS parameters have FACING or DIRECTION - it compiles fine; I would expect a compiler error using the term FACING.
I am trying to use this effect to create a 'speaking text' that only appears on screen when the player is facing a certain direction. Separate to this compiler issue, I have discovered that this doesn't work anyway - speaking text seems to ALWAYS appear. Is there a way of controlling these?
It makes no difference if the OPTIONS parameters have FACING or DIRECTION - it compiles fine; I would expect a compiler error using the term FACING.
I am trying to use this effect to create a 'speaking text' that only appears on screen when the player is facing a certain direction. Separate to this compiler issue, I have discovered that this doesn't work anyway - speaking text seems to ALWAYS appear. Is there a way of controlling these?
- George Gilbert
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Re: Compiler bug (?) in trigger parameters (v0.17)
In answer to your second question - have four pads, one facing in each direction and have 3 of them deactivate the text, and the fourth (east) one activating it.
Have a look at how the Junction Of the Ways or the Worm pit (bottom level)works in CSB. Both are very similar to what you're after as they activate/deactivate things depending on which way you are facing.
Have a look at how the Junction Of the Ways or the Worm pit (bottom level)works in CSB. Both are very similar to what you're after as they activate/deactivate things depending on which way you are facing.
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