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-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: "Hi
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"
  location_name: "Keyword MORE"
}
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"
  location_name: "Keyword ZERO"
}
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"
}
chipelago/tree/data/maps/control_center/doors.txtpb?id=804ad0c230672813efdca5b6816a5de49354f375#n61'>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}