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azb
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I finished level 14 now as well, so I will publish that too - all the details of it.

There are exactly two rooms for Temporal Aumtlich at the end of the 14th level, and one room about the spinning mimics from TCB Torture Chambers.

There is also a secret room at the final section with more story dialogue about how the Pit Thing tells you the Temporal Aumtliches going crazy and attacking you is your fault, just like in the original TSS EotS.
12-18-2024 at 01:50 PM
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azb
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Level 15 will be monster free puzzles like the original KDD level 15, and there will be two oremite puzzles, one squad horn introduction puzzle showcasing how the squad horn determines which entrance to spawn from and how it won't spawn on blocked ones, and after the blue door there will be a puzzle introduction the Temporal Resonator Crystals and then an optional Arky room back before the blue door, similar to the one in level 12, that is an unfair Arky puzzle involving the Temporal Resonator Crystal and the fact you can only use it in a specific range close to the crystal and not just anywhere you feel like it.

In addition, there will also be the goblin jail back in level 13 that is only accesible with the Temporal Tuning Fork to rescue Halph from, as averagemoe suggested.
12-18-2024 at 01:59 PM
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azb
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Now I've finished all of level 15, including the optional Arky room that requires getting the tuning fork to win it, but I haven't made the section back in level 13 where you rescue Halph yet using the tuning fork, but I am working on it now.
12-18-2024 at 03:17 PM
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azb
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Note that the Arky room has monster combat even though none of the other rooms in level 15 do, just because it's optional and not 100% required to finish the level, so I figured optional rooms don't have to follow the level's theme strictly.
12-18-2024 at 03:55 PM
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azb
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I plan on adding the ding sound for using the tuning fork later (haven't added it yet), and also have some weirdness when playing with the tuning fork that you can use it for exactly one turn after you step out of the required range, which can be used to break puzzles.

Can someone help me fix the script to work 100% accurately/perfectly (I assume it's because of the wait 0 in the script, but if I removed it I would most likely get an infinite loop)?

Thank you guys in advance.
12-18-2024 at 03:58 PM
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12-18-2024 at 04:00 PM
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azb
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Awesome feedback as always!
12-18-2024 at 04:05 PM
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azb
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Okay, I can't implement the challenges for level 13 you suggested because there is no way to count the amount of monsters or exactly who stabbed who/what in the latest public version (5.2 isn't out yet from what I learned earlier), unless there is a workaround I am missing.

Everything else I fixed though, especially the fact 2N was completely broken compared to the way I intended it.
12-18-2024 at 04:12 PM
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azb
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Okay, I got the ding sound but still don't know how to fix the fact you can use the fork for one turn after you step out of the range of the resonator. Can anyone help with a script for that?
12-18-2024 at 06:32 PM
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12-18-2024 at 06:35 PM
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azb
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For 13 1N:

None of the other "clear the room under a constraint" challenges start anywhere besides the entrance, so I think it's thematically appropriate here.

For 13 2N:

How are you breaking the room now? The trapdoors and orb configurations ensure you need the goblin to step on the plate and can't use any of the clones.

For the challenge implementation methods:

Awesome! I can do it those ways.

For 15 1S1E:

The scroll is 100% accurate, and I will add the Halph dialogue (note how the yellow tile does nothing when you use the special command key, but the gray tiles do activate the time warp, just like the scroll suggests).
12-18-2024 at 06:46 PM
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azb
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You can't actually wait while entity for any of the three serpent types (four if you include Gentryii), so the challenge for the goblin and serpent room isn't doable before 5.2, and likewise the challenge for the golem and goblin room isn't doable before 5.2 without the ability to count monsters (and a pressure plate isn't optional - it works the same way every single time whether you want to do a challenge or not), but I can add part of it (the part about not letting monsters step on the western arrows is easy enough).
12-18-2024 at 06:53 PM
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azb
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I can see how you're breaking 2N still, cause I didn't include a way to kill the goblin once it's on the plate, so I added a bomb and fuse in my latest version (making sure it's also on a trapdoor so you can't place a clone and activate the pressure plate that way after the bomb explodes).
12-18-2024 at 06:54 PM
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azb
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I fixed the Temporal Tuning Fork glitch somewhat; I figured out the problem wasn't any of the wait 0's, but instead the problem was specific to the yellow doors, which I scripted to wait for you turning back time (which is okay) but I failed to also add to limit them to only work if you were actually also in the range of the resonator crystals.

Even after I added the condition though, they can still be opened/closed with the fork one turn after you step out of the resonator's marked area.

What else am I doing wrong?
12-18-2024 at 07:01 PM
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azb
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In addition to that, they will not toggle their state the first time you use the fork, but will work every single time after.

What in my script is causing that as well as the fact you can use the fork one turn after stepping out of the marked range?
12-18-2024 at 07:05 PM
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azb
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About the 13 1N challenge:

I can see what you're saying now - you should be able to turn your sword freely before placing the clone, not for the aesthetics of it but also because it's actually affecting the gameplay - the actual room doesn't start until after you take the clone potion.
12-18-2024 at 07:07 PM
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12-18-2024 at 07:17 PM
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azb
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Awesome! Will fix those details as well. The 13 2N issue you bring up now is fixed in my latest upload, but the other things I still need to change and will do so now.
12-18-2024 at 07:20 PM
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Level 13

Entrance: Maybe a bit nasty for the first appearance of goblins? I was expecting them to come out one at a time.

2N: Still only needs two clones, one on the SE plate and one inside the maze to lead the goblin out.

1S1W: It's very unclear what "the western force arrows in the first chamber" means, especially since "western force arrows" could mean west-facing. Suggestion: "the force arrows between the two halves of the room". Room needs a checkpoint in the second half.

2S: Challenge can be scripted using Wait for event Serpent smashed.

Level 14

1S1W: Challenge is redundant because the solution is the same as in the tar version.

1N1W: Add checkpoint at (17,17). You could require the adder to be longer if you wanted; I got it length 7 without too much trouble.

Level 15

1N: Add inward force arrows on all room edges except south, so it's clear you can't exit in other directions.

1S1W: Add checkpoints next to the side orbs.

* * *

For the temporal tuning fork scripts, look at the logic of the script and remember that "If... Wait for" checks whether something is true, but "Wait for" on its own waits and stops processing until something happens. As it stands, the main loop checks whether the player is currently next to the temporal resonator, and whether the variable temporalTuned is currently 0, and if those conditions are met, then it just waits for the next special command whenever it comes -- by which time the player may have moved anywhere in the room.

To fix this, in all four of the door-controlling characters, move "Wait for event Player uses special command" to the start of the loop. The attached picture shows what it should look like.

Also, you haven't used processing sequence, and it's good to get into the habit. For this room to work correctly, the character at (0,0) needs to be processed before the door-opening characters. They have the same processing sequence (9999, the default), so which gets processed first depends on the order you placed them in, and there's no way to examine that. In this case, we're lucky and the order is correct, but when something is going wrong and you don't know whether the problem is incorrect processing order or not, it really helps to be able to examine it.

In short, the character at (0,0) should have processing sequence less than 9999, and then if you need to look at these scripts later, you know he is being processed before the other characters. (For this room, that's all that matters; more complex rooms may have a lot of characters that need to be processed in a specific order.)

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[Last edited by Nuntar at 12-19-2024 10:42 AM]
12-19-2024 at 10:40 AM
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azb
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Awesome help as always!

Level 13 2N should now require all 4 clones, 13 Entrance has been fixed so you only need to deal with one goblin at a time, 13 2S challenge has been added and 1S1W challenge clarified in the way you specified as well as the checkpoint added to chamber 2.

Level 14's secret challenge is intentionally the same as Level 12's secret challenge, just like all the mud rooms are intentionally the same as rooms in level 11 and 12 just flipped a couple of times (like the original JtRH level 14).

I will keep the adder length as is because I felt manipulating the Temporal Aumtliches were tricky enough as it stands.

15 1N is a good call for a really easy oversight when using clones. Fixed.

1S1W checkpoints added to make room less of a hassle.

Fixed temporal tuning fork scripts according to the way you suggested, now it works perfectly for the most part except it doesn't work the very first time, but it's flawless afterward.
12-19-2024 at 12:35 PM
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12-19-2024 at 03:05 PM
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azb
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Awesome feedback as always.

Where did you place the clone in 2N to solve it with exactly one clone, maybe a demo will show me?
12-19-2024 at 05:38 PM
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azb
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Also I don't understand how to prevent the challenge being awarded if you come back and clear the room - maybe "End on room exit" before the challenge completion award is all that needs to happen?
12-19-2024 at 05:42 PM
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azb
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I decided the end on room exit method was appropriate, and also fixed the 2S challenge (obviously).

I still would like a demo of how you solved 2N with one clone before publishing my next version, however.
12-19-2024 at 05:45 PM
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Place a clone on (32,16) and use the two Beethros to lure the goblin out.
12-19-2024 at 06:20 PM
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azb
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Awesome. Will address that.
12-19-2024 at 07:48 PM
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Okay, I just did the straightforward solution of omitting the unnecessary parts of the room, cause switching between 2 clones is also a decent puzzle about switching between clones to solve a room, and you don't a million for no reason, just like you don't need a million of anything for no reason in any puzzle room.
12-19-2024 at 07:50 PM
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Here's a correct script for the L13 2S challenge. Don't ever put "End" after a challenge failure condition! It makes the script permanently end, so if the player leaves the room and come back, they can't get the challenge any more and there is no in-game warning about this. I see that you've done this in other challenges too, so please go back and take them all out.

  Wait for event Serpent smashed
  Wait 0
  Wait for event Serpent smashed
  Wait 0
  Wait for event Serpent smashed
  Wait 0
  Wait for event Serpent smashed
  Wait 0
  Wait for event Serpent smashed
  Wait 0
  Wait for event Serpent smashed
  If ... 
        Wait for door to Close,12,2
     Wait while entity Monster 0,0,37,31
     Challenge completed Master of Puppets


"End on room exit" is just as bad because it permanently stops script execution if the player leaves the room and re-enters. What you want for L13 1S1W is a "Wait for entity Monster at (location of one of the monsters)" to ensure that the script only executes the following commands if the room was entered while uncleared.

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[Last edited by Nuntar at 12-19-2024 08:12 PM]
12-19-2024 at 08:04 PM
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Awesome help too!
12-19-2024 at 08:11 PM
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azb
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Okay, so now after all those tweaks and fixes I have added level 16 in full - feel free to let me know of anything of the usual, like unintended solutions, challenges, rooms that are annoying, too hard or too easy even without unintended solutions, etc.
12-25-2024 at 02:58 PM
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