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path: root/data/maps/the_literate/rooms/Puzzle Room.txtpb
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name: "Puzzle Room"
panels {
  name: "WATER"
  path: "Panels/entry_1"
  clue: "water"
  answer: "ice"
  symbols: CROSS
}
panels {
  name: "JUICE"
  path: "Panels/entry_2"
  clue: "juice"
  answer: "popsicle"
  symbols: CROSS
}
panels {
  name: "MAGMA"
  path: "Panels/entry_3"
  clue: "magma"
  answer: "rock"
  symbols: CROSS
}
panels {
  name: "CREATURE"
  path: "Panels/entry_4"
  clue: "creature"
  answer: "corpse"
  symbols: CROSS
}
panels {
  name: "SAND"
  path: "Panels/entry_5"
  clue: "sand"
  answer: "glass"
  symbols: CROSS
}
panels {
  name: "LIQUID"
  path: "Panels/entry_6"
  clue: "liquid"
  answer: "gas"
  symbols: CROSS
}
panels {
  name: "STICK"
  path: "Panels/entry_7"
  clue: "stick"
  answer: "torch"
  symbols: CROSS
}
panels {
  name: "BREAD"
  path: "Panels/entry_8"
  clue: "bread"
  answer: "toast"
  symbols: CROSS
}
ports {
  name: "ENTRY"
  display_name: "Entrance"
  path: "Components/Warps/worldport"
  destination { x: 0 y: 0 z: 7.5 }
  rotation: 0
}
ackground-color: #fff0f0 } /* Literal.String.Affix */ .highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */ .highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */ .highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */ .highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #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: "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"
}