@include "items.inc" @include "include.inc" @include "dialog.inc" @include "npc.inc" @include "puzzles.inc" J_Broken_Fence_List: [ peel[J_Ground_List], peel[J_1_Fence_Broken_List], peel[J_1_Fence_Broken_List]] J_Broken_Fence_Fill: randomFill[ tiles:[ J_Broken_Fence_List], group: 4] Player_TYPEID: Player ROBOTS_ENABLED: 1 # 0 no multiplayer test (ie. single player) # 1 start area # 2 lever gate, path puzzle, machine room # 3 path puzzle MULTIPLAYER_TEST: 0 dimeFill_List: [ {terrain[ 1221, 1, 4, 0], terrain[ 2761, 1, 4, 0], terrain[ 2760, 1, 4, 0], terrain[ 2762, 1, 4, 0], terrain[ 2763, 1, 4, 0], terrain[ 2764, 1, 4, 0], terrain[ 2765, 1, 4, 0], terrain[ 2769, 1, 4, 0],} terrain[ 2770, 1, 4, 0], terrain[ 1216, 1, 4, 0], terrain[ 1217, 1, 4, 0], terrain[ 1218, 1, 4, 0], {terrain[ 2759, 1, 4, 0], terrain[ 1220, 1, 4, 0],} terrain[ 1241, 1, 4, 0], {terrain[ 1228, 1, 4, 0], terrain[ 1229, 1, 4, 0], terrain[ 1230, 1, 4, 0], terrain[ 1231, 1, 4, 0], terrain[ 1232, 1, 4, 0],} terrain[ 1233, 1, 4, 0], {terrain[ 1408, 1, 4, 0], terrain[ 1409, 1, 4, 0], terrain[ 1410, 1, 4, 0],} terrain[ 1411, 1, 4, 0], terrain[ 1242, 1, 4, 0], terrain[ 1240, 1, 4, 0], terrain[ 1219, 1, 4, 0]] dimeFill: randomFill[ tiles:[ dimeFill_List], group: 4] replace[ fromList: dimeFill_List, toList: J_Fern_2x2_List] DIME: dimeRegion [music:Music_5, size:[384,384], fill:dimeFill, palette:Palette_J, frame:[12, J_Plant_Fill], intro:B_1_Intro, brainpower:100, # player starts off with fairly low health. pathManager:manager [ properties:[[B_1_52, 0, B_1_Path_Help_1, 0, B_1_Path_Help_2, 0, B_1_Path_Help_3, B_1_Path_Help_4] ,[0, B_1_Path_Help_5, 0, B_1_Path_Help_6] ] ], Room1A: region [size: [5,9] ,fill: J_Ground_Fill ,frame: [1, J_Barrier_Low_Fill] ,erosion: [1] ,region [position:[2,0], playerStart:1] ,J_Fern_Region[position:[0,4]] ,J_Fern_Region[position:[2,4]] ,J_Fern_Region[position:[4,4]] ,J_Tree_Region[position:[4,3]] ,J_Tree_Region[position:[0,3]] ,J_Shrub_Region[position:[2,2]] ,region [size:[5,1], fixed:1, position:[0,8] ,copy[3, J_Barrier_Low_Region] ] ,region [size:[5,1], fixed:1, position:[0,6] ,copy[3, J_Barrier_Low_Region] ] ], Room1B: region [size: [7,9] ,fill: J_Ground_Fill ,frame: [1, J_Barrier_Low_Fill] ,erosion: [1] ,region [size:[3,3], fill:J_1_Crater, position:[2,2], help:4000184] ,trigger:B_1_Crater {force a path around edges } {},region[size:[1,7], fixed:1, position:[0,1]{, fill:R_Floor_Fill}]{} {},region[size:[7,1], fixed:1, position:[0,8]{, fill:R_Floor_Fill}]{} {},region[size:[7,1], fixed:1, position:[0,0]{, fill:R_Floor_Fill}]{} { } ,J_1_Wreckage_Region ,J_1_Wreckage_Region ,J_1_Wreckage_Region ,J_1_Wreckage_Region ], Room1C: region [size: [4,4] ,fill: J_Grass_Fill ,frame: [1, J_Shrub_Fill] ,J_Fern_Region[frame:[1]] ,J_Offense_Health[trigger: B_1_50] ], Room1D: region [size: [4,4] ,fill: J_Grass_Fill ,frame: [1, J_Shrub_Fill] ,J_Fern_Region[frame:[1]] ,J_Offense_Health[trigger: B_1_50] ], Room1E: region [trigger: B_1_48 ,size: [9,7] ,fill: J_Grass_Fill ,frame: [2, J_Shrub_Fill] ,erosion: [1] ,O_Billboard[position:[1,3], fill:fakeFill[group:2], frame:[1,J_Shoreline_A], properties:[[O_Billboard_Picture_TYPEID]]] ], Room1F: region [size: [5,7], trigger: B_1_47, fill: J_Grass_Fill, Door1: J_Door_S[position:[0,4]], Door2: J_Door_S[position:[1,4]], J_Tree_Region [position:[2,4]], Door3: J_Door_S[position:[3,4]], Door4: J_Door_S[position:[4,4]], Lever: J_Lever_S[position:[2,2]], Lever->Door1, Lever->Door2, Lever->Door3, Lever->Door4 ], Room1G: region [size: [18,18], position:[165,165] ,fill: J_Grass_Fill ,frame: [3, J_Fence_Z] ,erosion: [1,2] ,trigger: B_1_50 ,Enter1H: region [size: [5,5] ,fill: J_Ground_Fill ,trigger: B_1_Path ] ,Room1H: region [size: [5,6] ,fill: J_Dirt_Fill, frame:[1, J_Fence_Z] ,Puzzle: PathPuzzle [size: [5,5] ,position: [0,1] ,fixed: 1 ,triggerManager:DIME.pathManager.key ,start: [-1,0] ,end: [-1,4] ,WORLD:1 ] ] ,Room1I: region [size: [5,4] ,fill: J_Dirt_Fill, frame:[1, J_Fence_Z] ,Lever: J_Lever_S[position:[2,2]] ,trigger:B_1_Path_Success ] #Create the village ,J_Tree_Village_3x3_Region[frame:[1, J_Broken_Fence_Fill], help:Help_Veggie_Tree] ,J_1_Village_Tree_Burnt_Region[frame:[1, J_Broken_Fence_Fill], help:Help_Burnt_Tree] ,copy[4,J_1_Ground_Burnt_Region[trigger:B_1_Village]] ,copy[2, J_Veggie_Structure_Region[frame:[2]]] #Add zap items, health items, and two grassbugs ,copy[6, J_Offense_Zap[trigger: B_1_35] ] ,copy[3, J_Offense_Health[trigger: B_1_50]] ,copy[4 ,Grassbug [immunities:[$HEAL] ,extraAction: [PlayVO:action [priority:100, uses:1, match:[[Player]] ,do:[npcTriggerVO[B_2_37]] ] ] ] ] {force a path through the village } {},region [size:[18,1], fixed:1, position:[0,0]{, fill:R_Floor_Fill}] {} {},region [size:[1,16], fixed:1, position:[5,1]{, fill:R_Floor_Fill}]{} {},region [size:[18,1], fixed:1, position:[0,17]{, fill:R_Floor_Fill}]{} { } ,Enter1H ~~= Room1H.edge.4 ,Room1H.edge.2 ~~= Room1I.edge.4 ,Room1H !~ Room1G ,Room1I !~ Room1G ] ,Room1J: region [size: [5,7] ,fill: J_Grass_Fill ,Door1: J_Door_S[position:[0,4]] ,Door2: J_Door_S[position:[1,4]] ,J_Tree_Region [position:[2,4]] ,Door3: J_Door_S[position:[3,4]] ,Door4: J_Door_S[position:[4,4]] ,Room1G.Room1I.Lever->Door1 ,Room1G.Room1I.Lever->Door2 ,Room1G.Room1I.Lever->Door3 ,Room1G.Room1I.Lever->Door4 ] ,Room1K: region [size: [12,11] ,trigger: B_1_39 ,fill: J_Ground_Fill ,frame: [3, J_Shrub_Fill] ,erosion: [1,1] ,Lake: region[size: [2,2] ,fill: J_Water_Fill ,J_Rock_Water_2x2_Region ,frame: [2, J_Shoreline] ,erosion: [1] ] ,copy[1..3, J_Fern_Region] {FORCE A PATH THROUGH THE ROOM } {},region[size:[12,1], fixed:1, position:[0,0], trigger: B_1_42{, fill:R_Floor_Fill}] {} {},region[size:[12,1], fixed:1, position:[0,10]{, fill:R_Floor_Fill}] {} {},region[size:[1,9], fixed:1, position:[0,1]{, fill:R_Floor_Fill}] {} { } ,region[size:[12,3], fixed:1, position:[0,1], trigger: B_1_42, copy[3,J_Fern_Region]] ] ,Room1L: region [size: [5,8] ,fill: J_Grass_Dirt_Fill ,frame: [1, J_Barrier_Low_Fill] ,region [size:[5,5], position:[0,0], fixed:1 ,Snapdragon [position:[2,1], trigger:B_1_Piece ,actions: [Attack: action [match:[[MASK["11xx1011000x0xxx"]]] ,priority:23 ,reflexTime:case[$DIFFICULTY, [1,16, 3,4], 8] ,do:[npcFace[MATCH[1]], npcAttack[MATCH[1], 15, Overlay_Explosion]] ] {needs overlay and damage} ,finalAction: action [priority:1 ,do:[npcPutNew[J_Offense_Zap_Snapdragon_TYPEID ,J_Offense_Zap_Snapdragon_PROPERTIES] ,npcTriggerVO[B_1_41] ] ] ] ] ,J_Rock_Region[position:[0,1], help:Help_Rock] ,J_Rock_Region[position:[1,0], help:Help_Rock] ,J_Rock_Region[position:[1,2], help:Help_Rock] ,J_Rock_Region[position:[3,1], help:Help_Rock] ,J_Rock_Region[position:[4,0], help:Help_Rock] ] ,region [size:[5,3], Machine_1[position:[2,1], properties:[[Map_Level_2]]] ,fill:J_Dirt_Fill, position:[0,5], fixed:1 ,J_Rock_Region[position: [0,0], help:Help_Rock] ,J_Rock_Region[position: [0,2], help:Help_Rock] ,J_Rock_Region[position: [4,0], help:Help_Rock] ,J_Rock_Region[position: [4,2], help:Help_Rock] ] ] #====== Constraints ======================== ,Room1A.edge.2 ~~= Room1B.edge.4 ,Room1B.edge.1 ~~= Room1C ,Room1B.edge.3 ~~= Room1D ,Room1B.edge.2 ~~= Room1E.edge.4 ,Room1E.edge.2 ~~= Room1F.edge.4 ,Room1F.edge.2 ~~= Room1G.edge.2 ,Room1G.edge.4 ~~= Room1J.edge.2 ,Room1J.edge.4 ~~= Room1K.edge.2 ,Room1K.edge.4 ~~= Room1L.edge.4 ]