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authorStar Rauchenberger <fefferburbia@gmail.com>2025-08-27 16:29:50 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2025-08-27 16:29:50 -0400
commit804ad0c230672813efdca5b6816a5de49354f375 (patch)
tree40e65adad6a28a9d2899e3dbbad697ff42c8851b /data/maps/control_center/doors.txtpb
parent5333430a092d4d8c42561f82c7ff6e57f8700455 (diff)
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Added control_center
Diffstat (limited to 'data/maps/control_center/doors.txtpb')
-rw-r--r--data/maps/control_center/doors.txtpb170
1 files changed, 170 insertions, 0 deletions
diff --git a/data/maps/control_center/doors.txtpb b/data/maps/control_center/doors.txtpb new file mode 100644 index 0000000..0bb29c1 --- /dev/null +++ b/data/maps/control_center/doors.txtpb
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1doors {
2 name: "Front Door"
3 type: STANDARD
4 receivers: "Components/Doors/entry_1"
5 panels { room: "Entry" name: "HELLO" }
6 location_room: "Entry"
7}
8doors {
9 name: "Stormy Entrance"
10 type: STANDARD
11 receivers: "Components/Doors/entry_13"
12 panels { room: "Hide Room" name: "HIDE" }
13 location_room: "Hide Room"
14}
15doors {
16 name: "Hidden Door"
17 type: EVENT
18 keyholders { room: "Main Area" name: "1" key: "h" }
19 keyholders { room: "Main Area" name: "2" key: "i" }
20 keyholders { room: "Main Area" name: "3" key: "d" }
21 keyholders { room: "Main Area" name: "4" key: "e" }
22}
23doors {
24 name: "Mint Ending Door"
25 type: EVENT
26 keyholders { room: "Main Area" name: "1" key: "e" }
27 keyholders { room: "Main Area" name: "2" key: "x" }
28 keyholders { room: "Main Area" name: "3" key: "i" }
29 keyholders { room: "Main Area" name: "4" key: "t" }
30}
31doors {
32 name: "Relentless Left Door"
33 type: EVENT
34 keyholders { room: "Main Area" name: "1" key: "l" }
35 keyholders { room: "Main Area" name: "2" key: "e" }
36 keyholders { room: "Main Area" name: "3" key: "f" }
37 keyholders { room: "Main Area" name: "4" key: "t" }
38}
39doors {
40 name: "Relentless Shop Door"
41 type: EVENT
42 keyholders { room: "Main Area" name: "1" key: "s" }
43 keyholders { room: "Main Area" name: "2" key: "h" }
44 keyholders { room: "Main Area" name: "3" key: "o" }
45 keyholders { room: "Main Area" name: "4" key: "p" }
46}
47doors {
48 name: "Relentless Turn Door"
49 type: EVENT
50 keyholders { room: "Main Area" name: "1" key: "t" }
51 keyholders { room: "Main Area" name: "2" key: "u" }
52 keyholders { room: "Main Area" name: "3" key: "r" }
53 keyholders { room: "Main Area" name: "4" key: "n" }
54}
55doors {
56 name: "X1 Door"
57 type: STANDARD
58 receivers: "Components/Doors/entry_3"
59 panels { room: "Entry Entrance" name: "ENTRY" }
60 location_room: "Entry Entrance"
61}
62doors {
63 name: "Unkempt Door"
64 type: STANDARD
65 receivers: "Components/Doors/entry_4"
66 panels { room: "Unkempt Entrance" name: "RETURN" }
67 location_room: "Unkempt Entrance"
68}
69doors {
70 name: "Partial Door"
71 type: STANDARD
72 receivers: "Components/Doors/entry_5"
73 panels { room: "Partial Entrance" name: "PARTIAL" }
74 location_room: "Partial Entrance"
75}
76doors {
77 name: "Link Blocker"
78 type: EVENT
79 panels { room: "Unkempt Entrance" name: "RETURN" }
80 panels { room: "Partial Entrance" name: "PARTIAL" }
81 panels { room: "Shop Entrance" name: "HOPS" }
82 panels { room: "Tenacious Entrance" name: "HERO" }
83}
84doors {
85 name: "White Ending Door"
86 type: EVENT
87 # This is the only time a door depends on endings. However, it's nice to do it
88 # this way instead of just checking for ending room access because this lets
89 # us use events, which makes the playthrough more readable.
90 endings: "MINT"
91 endings: "ORANGE"
92 endings: "GREEN"
93 endings: "GRAY"
94 endings: "PLUM"
95 endings: "YELLOW"
96 endings: "GOLD"
97 endings: "BLACK"
98 endings: "CYAN"
99 endings: "PURPLE"
100 endings: "RED"
101 endings: "BLUE"
102}
103doors {
104 name: "Repetitive Entrance"
105 type: STANDARD
106 receivers: "Components/Doors/entry_7"
107 keyholders { room: "Main Area" name: "1" key: "m" }
108 keyholders { room: "Main Area" name: "2" key: "o" }
109 keyholders { room: "Main Area" name: "3" key: "r" }
110 keyholders { room: "Main Area" name: "4" key: "e" }
111 location_room: "Main Area"
112}
113doors {
114 name: "Perceptive From Outside"
115 type: EVENT
116 keyholders { room: "Main Area" name: "1" key: "p" }
117 keyholders { room: "Main Area" name: "2" key: "a" }
118 keyholders { room: "Main Area" name: "3" key: "r" }
119 keyholders { room: "Main Area" name: "4" key: "t" }
120}
121doors {
122 name: "Perceptive From Inside"
123 type: EVENT
124 panels { room: "Perceptive Entrance" name: "PART" }
125}
126doors {
127 name: "Ancient Entrance"
128 type: STANDARD
129 receivers: "Components/Doors/entry_20"
130 keyholders { room: "Main Area" name: "1" key: "z" }
131 keyholders { room: "Main Area" name: "2" key: "e" }
132 keyholders { room: "Main Area" name: "3" key: "r" }
133 keyholders { room: "Main Area" name: "4" key: "o" }
134 location_room: "Main Area"
135}
136doors {
137 name: "Between Door"
138 type: STANDARD
139 receivers: "Components/Doors/entry_8"
140 panels { room: "Between Entrance" name: "RIGHT" }
141 location_room: "Between Entrance"
142}
143doors {
144 name: "Desert Door"
145 type: STANDARD
146 receivers: "Components/Doors/entry_9"
147 panels { room: "Desert Room" name: "LESS" }
148 location_room: "Desert Room"
149}
150doors {
151 name: "Shop Door"
152 type: STANDARD
153 receivers: "Components/Doors/entry_23"
154 panels { room: "Shop Entrance" name: "HOPS" }
155 location_room: "Shop Entrance"
156}
157doors {
158 name: "Tenacious Door"
159 type: STANDARD
160 receivers: "Components/Doors/entry_24"
161 panels { room: "Tenacious Entrance" name: "HERO" }
162 location_room: "Tenacious Entrance"
163}
164doors {
165 name: "Unyielding Door"
166 type: STANDARD
167 receivers: "Components/Doors/entry_11"
168 panels { room: "Unyielding Entrance" name: "SEEK" }
169 location_room: "Unyielding Entrance"
170}