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path: root/data/maps/the_bearer/rooms/Overlook.txtpb
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name: "Overlook"
display_name: "Main Area"
lor: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* 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 */
doors {
  name: "K Panels"
  type: EVENT
  # TODO: This is a complete_at in the base game, but in normal progression you
  # are forced to solve these specific panels. We should mod the game such that
  # they are required even with non-standard progression.
  panels { room: "Main Area" name: "TIN (1)" }
  panels { room: "Main Area" name: "TIN (2)" }
  panels { room: "Main Area" name: "NO (1)" }
  panels { room: "Main Area" name: "I (1)" }
}
doors {
  name: "Near Right Door"
  type: EVENT
  panels { room: "Main Area" name: "TIN (1)" }
}
doors {
  name: "Near Left Door"
  type: EVENT
  panels { room: "Main Area" name: "TIN (2)" }
}
doors {
  name: "Far Right Door"
  type: EVENT
  panels { room: "Main Area" name: "I (1)" }
}
doors {
  name: "Far Left Door"
  type: EVENT
  panels { room: "Main Area" name: "NO (1)" }
}
doors {
  name: "All Panels"
  type: LOCATION_ONLY
  panels { room: "Main Area" name: "TIN (1)" }
  panels { room: "Main Area" name: "TIN (2)" }
  panels { room: "Main Area" name: "TIN (3)" }
  panels { room: "Main Area" name: "TIN (4)" }
  panels { room: "Main Area" name: "TIN (5)" }
  panels { room: "Main Area" name: "NO (1)" }
  panels { room: "Main Area" name: "NO (2)" }
  panels { room: "Main Area" name: "I (1)" }
  panels { room: "Main Area" name: "I (2)" }
  location_room: "Main Area"
}