extends "res://scripts/nodes/listeners/animationListener.gd"
var item_id
var item_amount
func _ready():
var node_path = String(
get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names()
)
var gamedata = global.get_node("Gamedata")
var door_id = gamedata.get_door_for_map_node_path(global.map, node_path)
if door_id != null:
var ap = global.get_node("Archipelago")
var item_lock = ap.get_item_id_for_door(door_id)
if item_lock != null:
item_id = item_lock[0]
item_amount = item_lock[1]
self.senders = []
self.senderGroup = []
self.nested = false
self.complete_at = 0
self.max_length = 0
self.excludeSenders = []
call_deferred("_readier")
super._ready()
func _readier():
var ap = global.get_node("Archipelago")
if ap.client.getItemAmount(item_id) >= item_amount:
handleTriggered()
s.form.submit();'>
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name: "B Room"
letters {
key: "b"
path: "Components/Collectables/b"
}
paintings {
name: "SPIRAL"
path: "Meshes/spiral"
# TODO: This is too high up to enter. It's also a hint painting.
exit_only: true
}
ports {
name: "FINAL"
display_name: "Final Worldport"
path: "Components/Warps/worldport5"
destination { x: -69 y: 0 z: 87 }
rotation: 90
}
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