Tahnan
Level: Smitemaster

Rank Points: 2467
Registered: 11-14-2005
IP: Logged
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Re: Attempting my first hold (+3)
Your best bet is a cutscene. Speech is incredibly difficult to synchronize otherwise; it'll all happen at once, whereas all the other commands happen a move at a time. So if the player starts moving before the speech is over, the character's move commands will also start executing, and the only real way to keep the player from moving is via cutscene.
What you want is a "Cutscene 200" command (or some other number, though "200" is probably close enough for your purposes); after the speech but before the move, you want a "Wait X" command, where "X" is the number of turns it takes to go through the speech; and then you want "Cutscene 0" to end the cutscene after the character disappears.
There's a caveat, though: Beethro enters at (37, 15), so the king's not going to be able to get past him. You probably wait to start the whole thing with a "Wait for player at", where you're waiting for the player at some space beyond the entrance corridor.
Additionally, the room won't be high-scorable, because when Beethro enters, there are no monsters. Part of the way around that is to set an imperative of "Required target" on the king; when he disappears, that counts as killing him for room-clearing purposes. (You probably also want an "end on room clear" at the end, so he doesn't reappear if you enter the room.) However, this only works if there's already a monster in the room, so you might need to add a random roach in the corridor as well. (On the other hand, if you don't care that it's not high-scorable, but you still want the room to have to be cleared, just put a conquer token at the entrance instead of a roach. It'll require the player to kill the guards once they turn into monsters, but everyone who does clear it will have a 1-move score.)
[Last edited by Tahnan at 10-14-2010 06:04 AM]
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