Nuntar
Level: Smitemaster
Rank Points: 4937
Registered: 02-20-2007
IP: Logged
File: script.png (235.2 KB) Downloaded 4 times. License: Public Domain
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Re: Journey to the Fabled Kingdom (0)
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.
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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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50th Skywatcher
[Last edited by Nuntar at 12-19-2024 10:42 AM]
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