That's the problem. I wouldn't know when they have stopped moving except by placing 1x1.05 locations everywhere! Unlike 4-lengths and 2x2 squares, which can be replaced with regular rectangular shaped locations, N and L are irregular which means they cant be identified with a single location.
Also, I have found two flaws in my previous post which I can fix right now. Instead of making like 200 triggers, just make it into one giant one.
Trigger:
Conditions:
-Repeater Switch is set
Actions:
Move exactly 1 crystal at 1x19 to 1x20
Move exactly 1 crystal at 2x19 to 2x20
And so on...
-Clear repeater switch.
-Preserve Trigger
The first flaw is that I forgot to mention to add a trigger that clears the repeater switch, but I decided to add it along with the whole big trigger.
Second flaw, is that I should move the crystals down starting at the lowest points first because if the top downs before the bottom can make room, the thing will freeze.
For simplicities sake I decided to combine 200 trigs into one, but will that delay the actions? Should I split them all up into 200 or should a just make a seperate one for the repeater switch clearer?
Another flaw with downing is that for the downing part, I should only move down the ones that are still downing, not ones that belong to "done downing" player, or else all the holes will fill themselves up..making sure that no one can lose.
So instead of:
Move exactly 1 crystal owned by anyone at 1x1 to 1x2 it should be
Move exactly 1 crystal owned by Player 2* at 1x1
*Let's say player 2 is the "still downing crystals" owner
Also, fritfrat, if you make it, can you put me in credits for giving trigger framework ideas
