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dirk

A text adventure in Inform 7 based on...yup.

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dirk's Issues

Final move for hard mode

(bat king) Need to go left in hard mode, but easy mode ends at the sword.
(mud men) need to go up for the final, after the up-right

rightmove-hard column

US S DS S DS S = lizard king easy
US S S S S S = lizard king hard

tentacle room final = UR, other = R

Giddy goons 3: US vs S

electric chair 2nd move UR (easy) R (hard)

if hard-mode is true and there is a rightmove-hard entry:
compare current-move with hard entry;
else:
compare current-move with rightmove entry;

Flaming pit: in video game, Dirk can wait

This can be tied to waiting in the falling room, but how?

I think there needs to be a wait-value column. It will be 0 most of the time. But a 1 indicates it is okay to wait. A 2 indicates it is passable.

So

Pit (ledge) 1
Pit (opt) 2
Pit (1st rope) 0

Long elevator (1st stop) 1
Long elevator (2nd stop) 1
Long elevator (3rd stop) 0

Redo the initial table sorting

initOrd = 1;
initOrd += 13; if initOrd > 39, initOrd -= 38;

This fills the table.

Then for 1 to 13

if x < 13:
if random chance of 1 in 3: flip row 3x-2 and 3x
if random chance of 1 in 2: flip row 3x-2 and 3x-1

This is clearer than what I've got with far less shuffling. I could even put in the default values.

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