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
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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"
}
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