doors { name: "Main Room Puzzles" type: LOCATION_ONLY panels { room: "Obverse Side" name: "PUN" } panels { room: "Obverse Side" name: "UP" } panels { room: "Obverse Side" name: "PUT" } panels { room: "Obverse Side" name: "PUNT" } panels { room: "Obverse Side" name: "FIGHT" } location_room: "Obverse Side" } doors { name: "P Door" type: STANDARD receivers: "Components/Doors/p_enterer" panels { room: "Obverse Side" name: "LINT" } panels { room: "Obverse Side" name: "TURN" } panels { room: "Obverse Side" name: "HOT" } panels { room: "Obverse Side" name: "OUT" } panels { room: "Obverse Side" name: "TON" } panels { room: "Obverse Side" name: "HUT" } panels { room: "Obverse Side" name: "ION" } panels { room: "Obverse Side" name: "CUT" } panels { room: "Obverse Side" name: "FUN" } location_room: "Obverse Side" location_name: "Obverse Side Room" } doors { name: "Giant P" type: EVENT doors { name: "P Door" } keyholders { room: "Obverse Side" name: "L" key: "r" } } doors { name: "R Entered" type: EVENT keyholders { room: "Obverse Side" name: "L" key: "r" } } doors { name: "P Entered" type: EVENT keyholders { room: "Obverse Side" name: "L" key: "p" } } doors { name: "L Entered" type: EVENT # It does this in vanilla, but I'm specifying it so that the Control Center # Entrance door doesn't override it. receivers: "Components/Doors/controlDoor" keyholders { room: "Obverse Side" name: "L" key: "l" } } doors { name: "Control Center Entrance" type: LOCATION_ONLY #receivers: "Components/Doors/controlDoor" panels { room: "Control Center Entrance" name: "RETURN" } location_room: "Control Center Entrance" } doors { name: "F Door" type: STANDARD receivers: "Components/Doors/f_enterer" panels { room: "Reverse Side" name: "BRO" } panels { room: "Reverse Side" name: "FOUR" } panels { room: "Reverse Side" name: "FINCH" } panels { room: "Reverse Side" name: "CLOD" } location_room: "Reverse Side" } doors { name: "Giant F" type: EVENT doors { name: "F Door" } keyholders { room: "Obverse Side" name: "L" key: "p" } } s.txtpb?h=v8.1.0'>stats
path: root/data/maps/the_tree/doors.txtpb
blob: 1932aa72e9efee334db6f7d55552b744a42837b0 (plain) (blame)
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doors {
  name: "Control Center Brown Door"
  type: CONTROL_CENTER_COLOR
  latch: true
  receivers: "Components/Doors/entry_1"
  control_center_color: "brown"
}
doors {
  name: "The Tree Gravestone"
  type: GRAVESTONE
  panels { room: "Main Area" name: "COLOR" }
  panels { room: "Main Area" name: "DAMAGE (1)" }
  panels { room: "Main Area" name: "DAMAGE (2)" }
  panels { room: "Main Area" name: "MEAL (1)" }
  panels { room: "Main Area" name: "MEAL (2)" }
  panels { room: "Main Area" name: "WALK (1)" }
  panels { room: "Main Area" name: "WALK (2)" }
  panels { room: "Main Area" name: "REST" }
  panels { room: "Main Area" name: "SLEEP" }
  panels { room: "Main Area" name: "JUMP (1)" }
  panels { room: "Main Area" name: "JUMP (2)" }
  panels { room: "Main Area" name: "DRIZZLE" }
  panels { room: "Main Area" name: "WADE" }
  panels { room: "Main Area" name: "GROW (1)" }
  panels { room: "Main Area" name: "GROW (2)" }
  panels { room: "Main Area" name: "GROW (3)" }
  panels { room: "Main Area" name: "GOOD (1)" }
  panels { room: "Main Area" name: "GOOD (2)" }
  panels { room: "Main Area" name: "GOOD (3)" }
  panels { room: "Main Area" name: "HOVER" }
  panels { room: "Main Area" name: "HAPPY (1)" }
  panels { room: "Main Area" name: "HAPPY (2)" }
  panels { room: "Main Area" name: "HAPPY (3)" }
  panels { room: "Main Area" name: "LIGHT (1)" }
  panels { room: "Main Area" name: "LIGHT (2)" }
  panels { room: "Main Area" name: "LIGHT (3)" }
  panels { room: "Main Area" name: "SMALL (1)" }
  panels { room: "Main Area" name: "SMALL (2)" }
  panels { room: "Main Area" name: "SMALL (3)" }
  panels { room: "Main Area" name: "SPRINKLE" }
  location_room: "Main Area"
  location_name: "Gravestone"
}