Files
gymkhana-actions/game/rooms/room03/esc/button.esc
2022-04-21 09:54:02 +02:00

61 lines
1.9 KiB
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Executable File

:look
say player "That button must activate the bridge, but it is broken." [r3_button_broken]
say player "It should work now." [!r3_button_broken]
# Demonstrate printing globals as part of print messages
print "r3_button_broken is currently {r3_button_broken}"
say player "r3_button_broken status : {r3_button_broken}"
:push
say player "I must USE this."
:use
# Button is fixed, bridge is open - close the bridge
> [!r3_button_broken, !r3_bridge_closed]
# Set the bridge state to closed. This will trigger the bridge animation.
set_state r3_bridge bridge_close
# Make it so the player can cross the whole room
enable_terrain bridge_closed
set_global r3_bridge_closed true
# Make it so the right hand side of the screen is no longer an "item" you can
# look at to be told you can't reach it.
set_interactive r3_right_platform false
set_interactive r3_r_exit true
# We start with the collision polygon on the right door disabled
# This lets it act as part of the right platform, which responds
# with "I can't reach it" when the player clicks it with the bridge
# open.
# We use a custom function to enable the collision polygon on the door
# to enable it to work as a door once the bridge is closed.
custom r3_r_exit door_enabler enable_door
stop
# Button is fixed, bridge is open.
> [!r3_button_broken, r3_bridge_closed]
say player "I don't want to close the bridge."
> [r3_button_broken]
say player "The button is broken!"
stop
:talk
> [r3_button_broken]
# Disable input so that the player can't interrupt this sequence of events
accept_input SKIP
say player "Please, will you repair yourself?"
wait 1
# Turn off the button's smoke animation
set_state r3_button button_repaired
set_global r3_button_broken false
wait 1
say player "Oh, it worked!"
# Reenable input
accept_input ALL
stop
> [!r3_button_broken]
say player "I better not talk to it any more, it might break again."
:arrived
say player "I am there!"