The Wrong Way hold is editable by You (me) and Masters, if memory serves. I'll upload an anyone-editable reverse mimic room in a day or two
This is a broad overview of how I scripted the reverse-mimics.
note: in the following "
Wubbas"
mean "
Wubba characters"
The Wubbas are used to determine where the mimic should go. Each are on their own 2x2 set of squares (as that makes it possible to always go where they have to.)
One wubba watches for sword swinging. He moves to a different square depending on whether the sword is swung clockwise, counter-clockwise, or not at all.
There are four Wubbas that watch Beethros movements - two on the rows and two on the columns. The room is divided up into three sets of rows and three sets of columns. The row-watchers move to one square if Beethro moves to row 1, 4, 7, 10.. a second square if Beethro moves to row 2, 5, 8.. and a third square if Beethro moves to row 3, 6, 9... The column-watchers work similarly.
Now I've said there are two Wubbas each for rows and columns. If we place another wubba so that it moves
between the two sets, then it will be able to see Beethro's (relative) position on
this turn and the
previous turn. A wubba looking at the row-wubbas can see if Beethro moved north or south, and a wubba looking at the column-wubbas can see if Beethro moved east or west.
(Cutting and pasting is good for getting those pesky characters placed in the right order)
There are three Wubbas that watch the N-S and E-W Wubbas and provide simple tests for movement in the 8 directions.
By watching these guys, and the sword-wubba, scripting the actual mimic character becomes fairly simple - although a little tedious because of the lack of relative movement. You have to have cases for every square the mimic can be as well as every direction. That's mostly why I made the mimic's area small and diagonal
I wouldn't recommend using reverse mimics to do anything more strenuous than interacting with orbs, bombs and fuses, as you require extra scripting to test if the mimic is blocked by monsters (plus character movement happens after monster movement), and even trapdoors may cause some odd behaviour (or would they? hmmm...)
(And if you're counting at home, you'll note that there are two extra wubbas - they're just there for symmetry.)
[Last edited by Rabscuttle at 12-05-2005 04:43 AM : rephrasing]