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