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217 lines (192 loc) · 5.12 KB
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Copy pathL1.SRC
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217 lines (192 loc) · 5.12 KB
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defnum NOT_ACTIVATED 0
defnum ACTIVATED 1
defnum NOT_COMPLETE 0
defnum COMPLETE 1
defvar Block1 1
defvar Block2 2
defvar Block3 3
defvar DruidLift 4
defvar Block4 5
defvar Block5 6
defvar Block6 7
defvar TrapComplete 8
defvar TrapDoor 9
defvar DruidLock 10
defvar Block7 11
defvar Block8 12
defvar Block9 13
defvar Block10 14
Initialize:
0:
Set(DruidLift, NOT_ACTIVATED);
Unblock(Block1);
Unblock(Block2);
Unblock(Block3);
Unblock(Block4);
Unblock(Block5);
Unblock(Block6);
Unblock(Block7);
Unblock(Block8);
Unblock(Block9);
Unblock(Block10);
Set(TrapComplete,NOT_COMPLETE);
Set(TrapDoor, NOT_ACTIVATED);
Set(DruidLock, NOT_ACTIVATED);
End();
1: //
End();
2:
End();
8:
End();
10: // Activate druid on lift
Compare(DruidLift, ACTIVATED);
If(Equal, 99);
Block(Block1);
SlideFloor(66, 0, -88, 140, -1);
AreaSound(5001, -1099, 2817, 400, 255);
Set(DruidLift, ACTIVATED);
Unblock(Block1);
End();
11: // Druid lift down
Compare(DruidLift, NOT_ACTIVATED);
If(Equal, 10);
Block(Block2);
SlideFloor(66, 0, -280, 140, -1);
AreaSound(5001, -1099, 2817, 400, 255);
Set(DruidLift, NOT_ACTIVATED);
Delay(200);
SlideFloor(159, 0, -200, 100, -1);
AreaSound(5003, -1099, 2817, 400, 255);
Delay(600);
SlideFloor(159, 0, -340, 100, -1);
AreaSound(5003, -1099, 2817, 400, 255);
Unblock(Block2);
Goto(10);
End();
15: // druid room lock-in, also reset trap
Compare(DruidLock, ACTIVATED);
If(Equal, 99);
SlideCeilingNice(162, 0, 0, 80, -1);
AreaSound(5003, 139, 1433, 500, 255);
Set(DruidLock, ACTIVATED);
End();
16: // druid room switch 1
Compare(TrapComplete, COMPLETE);
If(Equal, 99);
Block(Block4);
Set(TrapDoor,ACTIVATED);
ChangeSideTexture(1574,"SWIT1U");
AreaSound(6007,77,1144,300,255);
Delay(300);
Gosub(21);
Delay(160);
ChangeSideTexture(1574,"SWIT1D");
AreaSound(6007,77,1144,300,255);
Gosub(20);
Unblock(Block4);
End();
17: // druid room switch 2
Compare(TrapComplete, COMPLETE);
If(Equal, 99);
Block(Block5);
Set(TrapDoor, ACTIVATED);
ChangeSideTexture(1584,"SWIT1U");
AreaSound(6007,130,1144,300,255);
Delay(300);
Gosub(22);
Delay(160);
ChangeSideTexture(1584,"SWIT1D");
AreaSound(6007,130,1144,300,255);
Unblock(Block5);
End();
18: // druid room switch 3
Compare(TrapComplete, COMPLETE);
If(Equal, 99);
Block(Block6);
Set(TrapDoor, ACTIVATED);
ChangeSideTexture(1592,"SWIT1U");
AreaSound(6007,173,1144,300,255);
Delay(300);
Gosub(23);
Delay(160);
ChangeSideTexture(1592,"SWIT1D");
AreaSound(6007,173,1144,300,255);
Gosub(20);
Unblock(Block6);
End();
19: // druid room trap completed, open all doors
Compare(TrapComplete, COMPLETE);
If(Equal,99);
Set(TrapComplete, COMPLETE);
Delay(300);
SlideCeilingNice(162, 0, 140, 80, -1);
AreaSound(5003, 139, 1433, 500, 255);
SlideCeilingNice(165,0,120,50,-1);
AreaSound(5003, 24, 931, 500, 255);
SlideCeilingNice(166,0,120,50,-1);
AreaSound(5003, 2, 1048, 500, 255);
SlideCeilingNice(168,0,120,50,-1);
AreaSound(5003, 2, 824, 500, 255);
End();
20: // missiles in trap
GenerateMissile(4015, 39, 866, 45, -24, 866, 45, 50);
GenerateMissile(4015, 39, 986, 45, -24, 986, 45, 50);
End();
21: // open middle door
Block(Block7);
SlideCeilingNice(165,0,120,50,-1);
AreaSound(5003, 24, 931, 500, 255);
Delay(90);
SlideCeilingNice(165,0,0,50,-1);
AreaSound(5003, 24, 931, 500, 255);
Delay(70);
Unblock(Block7);
End();
22: // open first door
Block(Block8);
SlideCeilingNice(166,0,120,50,-1);
AreaSound(5003, 2, 1048, 500, 255);
Delay(90);
SlideCeilingNice(166,0,0,50,-1);
AreaSound(5003, 2, 1048, 500, 255);
Delay(70);
Unblock(Block8);
End();
23: // open last door
Block(Block9);
SlideCeilingNice(168,0,120,50,-1);
AreaSound(5003, 2, 824, 500, 255);
Delay(90);
SlideCeilingNice(168,0,0,50,-1);
AreaSound(5003, 2, 824, 500, 255);
Delay(70);
Unblock(Block9);
End();
31: // open door to druid trap chamber
Set(DruidLock, NOT_ACTIVATED);
SlideCeilingNice(162, 0, 140, 80, -1);
AreaSound(5003, 139, 1433, 500, 255);
End();
40: // open exit door with switch
Block(Block10);
ChangeSideTexture(1636,"SWIT1U");
AreaSound(6007,-16,516,300,255);
Delay(100);
SlideFloorNice(176, 0, 0, 100, -1);
Sound(6010);
Print("You hear something moving in the distance");
AreaSound(5001,-16, 516, 500, 255);
Delay(100);
Effect(29, 500, 500, 500);
SlideCeilingNice(129, 0, 120, 50, -1);
End();
99: // all purpose ender
End();
200: // teleport to druidtown
Teleport(244, 1730, 0);
End();
201: // door is locked message
Sound(6010);
Print("The exit passage is blocked by a large stone slab.");
End();