:use > [eq lift_floor 2] say r7_lift_door_floor_2 "Ding!" # Animate the lift changing floors # Could use set_state for the animation, but then the 2nd "Ding" plays too early as # the animation needs to block anim_block r7_lift lift_floor_2_to_1_no_player # This variable is used so the button knows whether to change the lift floor or not set_global lift_floor 1 say r7_lift_door_floor_1 "Ding!" stop > [eq lift_floor 1] say player "The lift is already on level 1." stop