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Trigger / Alcove
Posted: Sun May 09, 2010 8:36 am
by Joramun
I know it's trouble to fix the alcoves to have constant_weight,
then is it possible to have an exvar for triggers to specify a specific sub-tile (0-4) ?
As for the problem of alcoves being on top of items, I can fix it in DM/CSB.
However, isn't a bit worrying to have the possibility of items being "lost" because of spawn order ?
Re: Trigger / Alcove
Posted: Sun May 09, 2010 8:38 pm
by Sophia
Joramun wrote:I know it's trouble to fix the alcoves to have constant_weight,
then is it possible to have an exvar for triggers to specify a specific sub-tile (0-4) ?
If you're asking for what I think you're asking for, it's not needed. If you want the trigger to only affect one sub-tile, just put the trigger on that sub-tile. That is, if you want a trigger to only be operated by an alcove on the north side of a tile, just move the trigger from the center to the north side of the tile.
Joramun wrote:As for the problem of alcoves being on top of items, I can fix it in DM/CSB.
However, isn't a bit worrying to have the possibility of items being "lost" because of spawn order ?
DSB spawns objects in the order that their
dsb_spawn commands are executed in
dungeon.lua, and ESB preserves the order of insts on a tile when you save your dungeon. So, if you got it right to begin with, it'll always be right. In addition, to ensure that you get it right to begin with, ESB has an automatic check ("Attempt to correct alcove anomalies" in ESB Options) that makes sure that alcoves are lower on the list than any items they're supposed to "contain." About the only way to mess it up is to deliberately move the alcove after you've placed it. And if you've done that, you probably had a good reason!

Re: Trigger / Alcove
Posted: Sun May 09, 2010 11:28 pm
by Joramun
Right. The stair-fix option pretty much destroys the "problem".
ps: I'm must have reaaally badly slept to make this comment this morning...
Re: Trigger / Alcove
Posted: Mon May 10, 2010 8:51 am
by ian_scho
So converting from RTC format, where I assume that the alcoves are generated first, they must be always shoved towards the end of the conversion!
Re: Trigger / Alcove
Posted: Mon May 10, 2010 9:56 am
by Joramun
Actually, that's what my converter does: shoving them at the end. And it's baaaad.
But it's only because it doesn't really make the difference between them and any other static item.
If you use RTSB, you can use the ESB correction option, which I assume is due to Sophia's exceptional foresight.
( or the fact the main dungeons available to test ESB contained this mistake - my non-foresight ... :-° )
Re: Trigger / Alcove
Posted: Mon May 10, 2010 11:10 pm
by Sophia
I should clear up, the ESB correction option won't do anything to alcoves that have already been placed. It'll only make the change to new alcoves. That is, if you place some stuff in a wall, and then place an alcove, the alcove will show up in the proper location "below" the stuff it's supposed to contain. However, if the alcove is already misplaced, ESB will leave it alone.
Re: Trigger / Alcove
Posted: Tue May 11, 2010 10:51 am
by Joramun