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Caravel Forum : DROD Boards : Architecture : Pritanus' Dungeon (A new hold (Beethro's Roach cancelled, Agaricus))
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Jeff_Ray...
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Not very intuitive at all.

What is not very intuitive at all, and what does that mean?

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12-23-2006 at 01:15 PM
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UrAvgAzn
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http://www.thefreedictionary.com/intuitive
or
http://www.thefreedictionary.com/intuition

:)

Keep posting,

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12-23-2006 at 01:18 PM
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bandit1200
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Level 1. There are three required rooms that can't be reached, below 2S

Level 6 stairs end the hold.

Level 10. The exit is required and behind a blue door. The warp room to level 11 ends the hold, so L11 can only be played in the editor. Same with level 12.
12-23-2006 at 01:29 PM
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Jeff_Ray...
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The stairs to Land's End or to level 7?

And yeah, i'll take care of the bugs.

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12-23-2006 at 07:24 PM
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bandit1200
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Jeff_Ray... wrote:
The stairs to Land's End or to level 7?

And yeah, i'll take care of the bugs.
Well, you only have two sets of stairs to check, but if it's going to save you time, it's the stairs to level 7. ;)
12-24-2006 at 07:07 AM
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Jeff_Ray...
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Thank you.

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12-24-2006 at 01:41 PM
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jemann
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bandit1200 wrote:
jemann wrote:Land's End
- 1W: The detonator worked fine this time, and in the sixth level tutorial. I don't know why it didn't work previously...
edit: And I just found that if you bump the first yellow door, it stops the detonator triggering.
In both Land's End:1W and Sixth Level:3N1E the script looks like this:
Label "Waiting for Bump"
  Wait for event Player bumps obstacle
  If ... go to "Bumped"
  Wait for player at (area around detonator)
  Go to "Waiting for Bump"
Label "Bumped"
  Face direction X (to detonate bomb)
I'm no scripting expert, but I think I've worked this one out. I think if the player bumps something and isn't around the detonator, some sort of infinite loop occurs - as if the player is still registered as bumping into an obstacle when the loop comes around again. The result, anyway, is that the detonator stops working.

The solution I found was to insert a 'Wait 1 turn' after the 'Wait for player at' command and before the 'Go to'. With that change, the player can bump any number of obstacles before the detonator and it will still work.
12-28-2006 at 03:53 AM
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Jeff_Ray...
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Thanks. I fixed that. Thanks jemann... *mods up*

Anyways, i'm working on Level 13 right now. Any other comments anyone?

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01-25-2007 at 03:46 PM
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Jeff_Ray...
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GOOD NEWS!

I'll get JtRH back tonight. All the waiting paid for!

As soon as I get JtRH back, I maybe won't start Pritanus' right away, but I will soon.

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02-14-2007 at 08:56 PM
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Jeff_Ray...
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With Jeffrey's Hold out of the way, I should work some more on Pritanus' Dungeon!

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03-10-2007 at 06:50 PM
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vittro
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Yeah, I like this hold. The version you gave me for beta testing is very good, level 2 completed. Going on level 3 :D

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03-10-2007 at 08:55 PM
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Jeff_Ray...
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Ok. Be sure to tell me what I should add to any room and any bugs and trivial solutions.

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03-11-2007 at 03:01 PM
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