From 804ad0c230672813efdca5b6816a5de49354f375 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Wed, 27 Aug 2025 16:29:50 -0400 Subject: Added control_center --- data/maps/control_center/doors.txtpb | 170 +++++++++++++++++++++++++++++++++++ 1 file changed, 170 insertions(+) create mode 100644 data/maps/control_center/doors.txtpb (limited to 'data/maps/control_center/doors.txtpb') 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 @@ -0,0 +1,170 @@ +doors { + name: "Front Door" + type: STANDARD + receivers: "Components/Doors/entry_1" + panels { room: "Entry" name: "HELLO" } + location_room: "Entry" +} +doors { + name: "Stormy Entrance" + type: STANDARD + receivers: "Components/Doors/entry_13" + panels { room: "Hide Room" name: "HIDE" } + location_room: "Hide Room" +} +doors { + name: "Hidden Door" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "h" } + keyholders { room: "Main Area" name: "2" key: "i" } + keyholders { room: "Main Area" name: "3" key: "d" } + keyholders { room: "Main Area" name: "4" key: "e" } +} +doors { + name: "Mint Ending Door" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "e" } + keyholders { room: "Main Area" name: "2" key: "x" } + keyholders { room: "Main Area" name: "3" key: "i" } + keyholders { room: "Main Area" name: "4" key: "t" } +} +doors { + name: "Relentless Left Door" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "l" } + keyholders { room: "Main Area" name: "2" key: "e" } + keyholders { room: "Main Area" name: "3" key: "f" } + keyholders { room: "Main Area" name: "4" key: "t" } +} +doors { + name: "Relentless Shop Door" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "s" } + keyholders { room: "Main Area" name: "2" key: "h" } + keyholders { room: "Main Area" name: "3" key: "o" } + keyholders { room: "Main Area" name: "4" key: "p" } +} +doors { + name: "Relentless Turn Door" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "t" } + keyholders { room: "Main Area" name: "2" key: "u" } + keyholders { room: "Main Area" name: "3" key: "r" } + keyholders { room: "Main Area" name: "4" key: "n" } +} +doors { + name: "X1 Door" + type: STANDARD + receivers: "Components/Doors/entry_3" + panels { room: "Entry Entrance" name: "ENTRY" } + location_room: "Entry Entrance" +} +doors { + name: "Unkempt Door" + type: STANDARD + receivers: "Components/Doors/entry_4" + panels { room: "Unkempt Entrance" name: "RETURN" } + location_room: "Unkempt Entrance" +} +doors { + name: "Partial Door" + type: STANDARD + receivers: "Components/Doors/entry_5" + panels { room: "Partial Entrance" name: "PARTIAL" } + location_room: "Partial Entrance" +} +doors { + name: "Link Blocker" + type: EVENT + panels { room: "Unkempt Entrance" name: "RETURN" } + panels { room: "Partial Entrance" name: "PARTIAL" } + panels { room: "Shop Entrance" name: "HOPS" } + panels { room: "Tenacious Entrance" name: "HERO" } +} +doors { + name: "White Ending Door" + type: EVENT + # This is the only time a door depends on endings. However, it's nice to do it + # this way instead of just checking for ending room access because this lets + # us use events, which makes the playthrough more readable. + endings: "MINT" + endings: "ORANGE" + endings: "GREEN" + endings: "GRAY" + endings: "PLUM" + endings: "YELLOW" + endings: "GOLD" + endings: "BLACK" + endings: "CYAN" + endings: "PURPLE" + endings: "RED" + endings: "BLUE" +} +doors { + name: "Repetitive Entrance" + type: STANDARD + receivers: "Components/Doors/entry_7" + keyholders { room: "Main Area" name: "1" key: "m" } + keyholders { room: "Main Area" name: "2" key: "o" } + keyholders { room: "Main Area" name: "3" key: "r" } + keyholders { room: "Main Area" name: "4" key: "e" } + location_room: "Main Area" +} +doors { + name: "Perceptive From Outside" + type: EVENT + keyholders { room: "Main Area" name: "1" key: "p" } + keyholders { room: "Main Area" name: "2" key: "a" } + keyholders { room: "Main Area" name: "3" key: "r" } + keyholders { room: "Main Area" name: "4" key: "t" } +} +doors { + name: "Perceptive From Inside" + type: EVENT + panels { room: "Perceptive Entrance" name: "PART" } +} +doors { + name: "Ancient Entrance" + type: STANDARD + receivers: "Components/Doors/entry_20" + keyholders { room: "Main Area" name: "1" key: "z" } + keyholders { room: "Main Area" name: "2" key: "e" } + keyholders { room: "Main Area" name: "3" key: "r" } + keyholders { room: "Main Area" name: "4" key: "o" } + location_room: "Main Area" +} +doors { + name: "Between Door" + type: STANDARD + receivers: "Components/Doors/entry_8" + panels { room: "Between Entrance" name: "RIGHT" } + location_room: "Between Entrance" +} +doors { + name: "Desert Door" + type: STANDARD + receivers: "Components/Doors/entry_9" + panels { room: "Desert Room" name: "LESS" } + location_room: "Desert Room" +} +doors { + name: "Shop Door" + type: STANDARD + receivers: "Components/Doors/entry_23" + panels { room: "Shop Entrance" name: "HOPS" } + location_room: "Shop Entrance" +} +doors { + name: "Tenacious Door" + type: STANDARD + receivers: "Components/Doors/entry_24" + panels { room: "Tenacious Entrance" name: "HERO" } + location_room: "Tenacious Entrance" +} +doors { + name: "Unyielding Door" + type: STANDARD + receivers: "Components/Doors/entry_11" + panels { room: "Unyielding Entrance" name: "SEEK" } + location_room: "Unyielding Entrance" +} -- cgit 1.4.1