The path turns sharply here, following a near-silent stream. The terrain is rough and uneven, hindering quickly paced travel. |
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest |
Map: wl-wehntoph-1310775397.png |
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Exit
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Connecting Room
|
;e target_room_id = 6191; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6191
|
;e target_room_id = 6192; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6192
|
;e target_room_id = 6193; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6193
|
;e target_room_id = 6248; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6248
|
;e target_room_id = 6194; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6194
|
;e target_room_id = 6250; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6250
|
;e target_room_id = 6195; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6195
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;e target_room_id = 6251; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6251
|
;e target_room_id = 6196; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6196
|
;e target_room_id = 6252; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6252
|
;e target_room_id = 6197; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6197
|
;e target_room_id = 6253; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6253
|
;e target_room_id = 6198; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
|
6198
|
;e target_room_id = 6254; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6254
|
;e target_room_id = 6199; maze_rooms = [6191, 6254, 6252, 6250, 6195, 6197, 6199, 6249, 6198, 6248, 6196, 6251, 6192, 6193, 6194, 6253]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6199
|