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path: root/data/maps/daedalus/metadata.txtpb
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display_name: "Daedalus"
# These paintings can't be shuffled because they are behind panels.
excluded_nodes: "Components/Paintings/Group3/mouse"
excluded_nodes: "Components/Paintings/Group3/bee"
excluded_nodes: "Components/Paintings/Group3/coins1"
excluded_nodes: "Components/Paintings/Group3/coins2"
excluded_nodes: "Components/Paintings/Group3/coins3"
excluded_nodes: "Components/Paintings/Group3/coins4"
# These are all sideways, high up, hint paintings. Theoretically could be
# exit only and rotated in-game, but not for now.
excluded_nodes: "Components/Paintings/Group3/coins5"
excluded_nodes: "Components/Paintings/Group3/coins6"
excluded_nodes: "Components/Paintings/Group3/coins7"
excluded_nodes: "Components/Paintings/Group3/coins8"
# This panel is out of bounds and not intended to be solved.
excluded_nodes: "Panels/Castle Entrance/castle_direction_4"
# Let's ignore the second half of the rainbow painting for now.
excluded_nodes: "Components/Paintings/Group1/rainbow2"
# This panel is not accessible in vanilla because the door to it requires
# solving the panel itself.
excluded_nodes: "Panels/Entry/seal"
# This is not real.
excluded_nodes: "Panels/Entry/fake"
/* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
connections {
  from_room: "Entry"
  to_room: "Main Area"
  door { name: "Front Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Stormy Entrance"
  door { name: "Stormy Entrance" }
}
connections {
  from_room: "Entry"
  to_room: "Hide Room"
  door { name: "Hidden Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Mint Ending"
  door { name: "Mint Ending Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Entry Entrance"
  door { name: "X1 Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Unkempt Entrance"
  door { name: "Unkempt Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Partial Entrance"
  door { name: "Partial Door" }
}
connections {
  from_room: "Main Area"
  to_room: "White Ending"
  door { name: "White Ending Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Repetitive Entrance"
  door { name: "Repetitive Entrance" }
}
connections {
  from_room: "Main Area"
  to_room: "Perceptive Entrance"
  door { name: "Perceptive From Outside" }
}
connections {
  from_room: "Main Area"
  to_room: "Perceptive Entrance"
  door { name: "Perceptive From Inside" }
}
connections {
  from_room: "Main Area"
  to_room: "Ancient Entrance"
  door { name: "Ancient Entrance" }
}
connections {
  from_room: "Main Area"
  to_room: "Between Entrance"
  door { name: "Between Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Desert Room"
  door { name: "Desert Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Shop Entrance"
  door { name: "Shop Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Tenacious Entrance"
  door { name: "Tenacious Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Unyielding Entrance"
  door { name: "Unyielding Door" }
}