Feature - Implemented hedge_maze() abort on failure

ckb

Minion
Staff member
Running through the NS Tower hedge maze using ash hedge_maze("traps"); something bad happened.

I don't know what, but looking at my session log on turn [455] You lose 1,212 hit points I did not notice this right away and Mafia kept pounding the maze trap (and failing).

It would be great if hedge_maze() would abort if you fail.


Code:
[453] The Hedge Maze (Room 1)
Encounter: 'Allo

[454] The Hedge Maze (Room 4)
Encounter: Pooling Your Resources
You lose 121 hit points

[455] The Hedge Maze (Room 7)
Encounter: Of Mouseholes and Manholes
You lose 77 hit points
You lose 1,212 hit points

[456] The Hedge Maze (Room 7)
Encounter: Of Mouseholes and Manholes
You lose 53 hit points

.
.
.

[498] The Hedge Maze (Room 7)
Encounter: Of Mouseholes and Manholes
You lose 22 hit points
 

ckb

Minion
Staff member
Doesn't it return false if it fails?

Maybe it does... I could take advantage of this using some kind of logic!

(Though I still wonder how I lost the 1,212 hit points)

Edit: the Mafia wiki states "It returns true if the maze is complete".
What does it return if it spends one adventure (successfully passing a trap) and the hedge maze is not complete? Would it return false, or spend another adventure to try the next trap?
 
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