(Topic ID: 64090)

Official Dungeons and Dragons D&D Club - All Welcome

By DarkWizard

10 years ago


Topic Heartbeat

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  • 811 posts
  • 109 Pinsiders participating
  • Latest reply 16 days ago by Chalkey
  • Topic is favorited by 50 Pinsiders

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#174 6 years ago

I may be able to get my hands on one of these, but I want to set it up to take dollar coins. I'm unfamiliar with the coin door on these, is it possible to make it take dollars?

#176 6 years ago
Quoted from Tallon:

In theory yes. You will need to get a dollar coin cutter and then set that chute to 1coin = 1 credit. If that's all you are planning on accepting, all chutes can be set that way. If your planning on taking quarters too, then the other chutes would need a quarter cutter and set to 4 coin = 1 credit.
ebay.com link » Williams Pinball Dollar Coin Acceptor Coin Mech Brand Tested Good

I have $1 mechs coming out the wazoo.

What I'm worried about is the chute, and whatever runs from the chute to the coin mech. Is the coin chute replaceable, like with sys 11 / wpc / etc coin doors? I'm not finding anything on PBR or Marco.

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1 year later
#239 5 years ago

New to the club, and excited to be in it! I used to play D&D a lot one summer during high school when there was one in the rec center where I worked. This week I got one in a trade with a local pinfriend.

I do have questions!

Does anyone have a good grasp on the rules around teleport / ball lock? I can't quite figure out the rhyme / reason to how these work.

What I've figured out:

If I end a game with balls locked at both the shield and the dust, it will kick the dust ball back out and keep the shield ball locked.
If I end a game with a ball locked at either shield or dust, it will keep the ball locked.
If I boot the game with balls locked anywhere, it kicks them out.
Is it just a quirk of the programming / bug that it doesn't kick all locked balls out at the end of a game?

*sometimes* with a ball locked when I shoot for a teleport arrow it actually does teleport the ball, ie lock the ball I just flipped and unlock the other ball.
*sometimes* it just locks ball #2.
How do I know when it's going to teleport, and when it's going to lock?

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