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path: root/data/maps/the_three_doors/rooms/One Luck Room.txtpb
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name: "One Luck Room"
panels {
  name: "LONE"
  path: "Panels/Something/panel"
  clue: "lone"
  answer: "one"
  symbols: SPARKLES
}
panels {
  name: "CHANCE"
  path: "Panels/Something/panel2"
  clue: "chance"
  answer: "luck"
  symbols: SUN
}
ports {
  name: "BEGIN"
  display_name: "Lone Chance Worldport"
  path: "Components/Warps/worldport8"
  destination { x: -16 y: 0 z: 27.5 }
  rotation: 180
}
"o">.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()