The remains of several unlucky visitors are strewn about the area, but most rest near the gently streaming brook that travels across the stone floor of this open room. Light streams in from high above, where a wide stone bridge stretches from one doorway to another. |
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 }
|
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 }
|
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 }
|
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 }
|
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 }
|
6250
|
;e target_room_id = 6249; 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 }
|
6249
|
;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 }
|
6195
|
;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
|