Initial commit of Escoria-Reloaded. Still a lot of missing stuff.
This commit is contained in:
27
game/rooms/room2/esc/button.esc
Executable file
27
game/rooms/room2/esc/button.esc
Executable file
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:look
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say player "That button must activate the bridge."
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:push
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say player "I must USE this."
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say r2_button "Bzzt, indeed."
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say player "AH! A talking button."
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say r2_button "I am not a button, I am a mighty AI."
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say player "What?"
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say r2_button "I am intelligent, like you."
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say r2_button "Or, like you think you are, apparently..."
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say player "Hey!"
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:use
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> [r2_bridge_closed]
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set_state r2_bridge bridge_open
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enable_terrain bridge_open
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set_global r2_bridge_closed false
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#set_interactive r2_right_platform true
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stop
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> [!r2_bridge_closed]
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set_state r2_bridge bridge_close
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enable_terrain bridge_closed
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set_global r2_bridge_closed true
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set_interactive r2_right_platform false
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set_interactive r2_bridge false
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stop
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2
game/rooms/room2/esc/left_exit.esc
Executable file
2
game/rooms/room2/esc/left_exit.esc
Executable file
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:exit_scene
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change_scene "res://game/rooms/room1/room1.tscn"
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2
game/rooms/room2/esc/right_exit.esc
Executable file
2
game/rooms/room2/esc/right_exit.esc
Executable file
@@ -0,0 +1,2 @@
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:exit_scene
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change_scene "res://game/rooms/room3/room3.tscn"
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3
game/rooms/room2/esc/right_platform.esc
Executable file
3
game/rooms/room2/esc/right_platform.esc
Executable file
@@ -0,0 +1,3 @@
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:look
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say player "That's the other side."
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44
game/rooms/room2/esc/room2_bridge.esc
Executable file
44
game/rooms/room2/esc/room2_bridge.esc
Executable file
@@ -0,0 +1,44 @@
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# THIS ROOMS FEATURES AN OPEN BRIDGE WITH A BUTTON TO USE IN ORDER TO OPEN
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:setup
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> [r2_bridge_closed]
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# Make set_state IMMEDIATE to reach the final frame immediately
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set_state r2_bridge bridge_close true
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enable_terrain bridge_closed
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set_interactive r2_right_platform false
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> [eq ESC_LAST_SCENE room1]
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teleport player r2_l_exit
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# Set player look left
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set_angle player 180
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stop
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> [eq ESC_LAST_SCENE room3]
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teleport player r2_r_exit
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# Set player look left
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set_angle player 270
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# Activate bridge, else player is stuck
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#set_state r2_bridge bridge_close
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#enable_terrain bridge_closed
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#set_global r2_bridge_closed true
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set_interactive r2_right_platform false
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#set_interactive r2_bridge false
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stop
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> [!last_scene]
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teleport player player_start
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stop
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#teleport player player_start
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# DEBUG
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#set_state r2_bridge bridge_close
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#enable_terrain bridge_closed
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#set_global bridge_closed true
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#set_interactive r2_right_platform false
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## /DEBUG
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