...
 
Commits (3)
......@@ -1094,6 +1094,14 @@ Ne traine pas dans mes pattes !
]],
}
dialog{
id = "out.e2.oe_sign",
text = [[
O : Vers Latouane
E : Vers Ruto
]],
}
dialog{
id = "out.e2.ruto_sign",
text = [[
......
......@@ -665,33 +665,6 @@ tile{
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 40,
y = 536,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.2-2",
}
tile{
layer = 0,
x = 24,
y = 536,
width = 16,
height = 24,
pattern = "stairs_inner_up.1-2",
}
tile{
layer = 0,
x = 16,
y = 536,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.1-2",
}
tile{
layer = 0,
x = 64,
......@@ -1187,6 +1160,42 @@ tile{
pattern = "torch_big.bottom",
}
tile{
layer = 0,
x = 40,
y = 536,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.2-2",
}
tile{
layer = 0,
x = 24,
y = 536,
width = 16,
height = 24,
pattern = "stairs_inner_up.1-2",
}
tile{
layer = 0,
x = 16,
y = 536,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.1-2",
}
tile{
layer = 0,
x = 24,
y = 528,
width = 16,
height = 8,
pattern = "stairs_inner_up.1.top-2",
}
wall{
layer = 0,
x = 56,
......@@ -1542,6 +1551,17 @@ door{
sprite = "entities/doors/door_d2_normal",
}
switch{
layer = 0,
x = 176,
y = 592,
subtype = "walkable",
sprite = "entities/switches/switch",
sound = "switch",
needs_block = false,
inactivate_when_leaving = false,
}
wall{
layer = 0,
x = 16,
......@@ -1555,15 +1575,56 @@ wall{
stops_projectiles = true,
}
switch{
teletransporter{
layer = 0,
x = 176,
y = 592,
subtype = "walkable",
sprite = "entities/switches/switch",
sound = "switch",
needs_block = false,
inactivate_when_leaving = false,
x = 24,
y = 544,
width = 16,
height = 16,
destination_map = "out/d3",
destination = "from_east_plain_cave_stair",
}
destination{
name = "from_top",
layer = 0,
x = 32,
y = 557,
direction = 3,
}
stairs{
layer = 0,
x = 24,
y = 544,
direction = 1,
subtype = 2,
}
teletransporter{
layer = 0,
x = 72,
y = 528,
width = 16,
height = 16,
destination_map = "caves/east_plains_cave",
destination = "from_top",
}
destination{
name = "from_east_plain_cave_stair",
layer = 0,
x = 80,
y = 541,
direction = 1,
}
stairs{
layer = 0,
x = 72,
y = 528,
direction = 3,
subtype = 3,
}
tile{
......@@ -1665,42 +1726,6 @@ tile{
pattern = "door_cache.2-3",
}
tile{
layer = 1,
x = 160,
y = 488,
width = 32,
height = 8,
pattern = "door_top.2-3",
}
tile{
layer = 1,
x = 16,
y = 528,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.1-2",
}
tile{
layer = 1,
x = 24,
y = 528,
width = 16,
height = 8,
pattern = "stairs_inner_up.1.top-2",
}
tile{
layer = 1,
x = 40,
y = 528,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.2-2",
}
tile{
layer = 1,
x = 104,
......@@ -1926,3 +1951,30 @@ tile{
pattern = "torch_big.top",
}
tile{
layer = 1,
x = 16,
y = 528,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.1-2",
}
tile{
layer = 1,
x = 40,
y = 528,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.2-2",
}
tile{
layer = 1,
x = 160,
y = 488,
width = 32,
height = 8,
pattern = "cave_entry_top.1",
}
properties{
x = 0,
y = 0,
width = 320,
height = 240,
min_layer = 0,
max_layer = 2,
tileset = "dungeon/dark_brown",
music = "cave",
}
tile{
layer = 0,
x = 96,
y = 216,
width = 128,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 104,
y = 216,
width = 96,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 152,
y = 216,
width = 16,
height = 16,
pattern = "door_blast.2",
}
tile{
layer = 0,
x = 168,
y = 216,
width = 8,
height = 16,
pattern = "door.2.support.2-2",
}
tile{
layer = 0,
x = 144,
y = 216,
width = 8,
height = 16,
pattern = "door.2.support.1-2",
}
tile{
layer = 0,
x = 104,
y = 184,
width = 112,
height = 32,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 72,
y = 56,
width = 176,
height = 128,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 104,
y = 208,
width = 112,
height = 8,
pattern = "wall_border.2-3",
}
tile{
layer = 0,
x = 224,
y = 56,
width = 8,
height = 128,
pattern = "wall_border.4-3",
}
tile{
layer = 0,
x = 88,
y = 56,
width = 144,
height = 8,
pattern = "wall_border.1-3",
}
tile{
layer = 0,
x = 88,
y = 56,
width = 8,
height = 128,
pattern = "wall_border.3-3",
}
tile{
layer = 0,
x = 88,
y = 176,
width = 32,
height = 8,
pattern = "wall_border.2-3",
}
tile{
layer = 0,
x = 200,
y = 176,
width = 32,
height = 8,
pattern = "wall_border.2-3",
}
tile{
layer = 0,
x = 192,
y = 184,
width = 8,
height = 32,
pattern = "wall_border.4-3",
}
tile{
layer = 0,
x = 120,
y = 184,
width = 8,
height = 32,
pattern = "wall_border.3-3",
}
tile{
layer = 0,
x = 216,
y = 184,
width = 40,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 64,
y = 184,
width = 40,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 200,
y = 200,
width = 24,
height = 16,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 80,
y = 200,
width = 24,
height = 16,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 64,
y = 56,
width = 24,
height = 128,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 232,
y = 56,
width = 24,
height = 128,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 64,
y = 32,
width = 192,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 64,
y = 32,
width = 24,
height = 24,
pattern = "wall.corner.1-3",
}
tile{
layer = 0,
x = 232,
y = 32,
width = 24,
height = 24,
pattern = "wall.corner.2-3",
}
tile{
layer = 0,
x = 88,
y = 32,
width = 144,
height = 24,
pattern = "wall.1-3",
}
tile{
layer = 0,
x = 64,
y = 56,
width = 24,
height = 128,
pattern = "wall.3-3",
}
tile{
layer = 0,
x = 232,
y = 56,
width = 24,
height = 128,
pattern = "wall.4-3",
}
tile{
layer = 0,
x = 64,
y = 184,
width = 24,
height = 24,
pattern = "wall.corner.3-3",
}
tile{
layer = 0,
x = 232,
y = 184,
width = 24,
height = 24,
pattern = "wall.corner.4-3",
}
tile{
layer = 0,
x = 96,
y = 216,
width = 24,
height = 24,
pattern = "wall.corner.3-3",
}
tile{
layer = 0,
x = 200,
y = 216,
width = 24,
height = 24,
pattern = "wall.corner.4-3",
}
tile{
layer = 0,
x = 88,
y = 184,
width = 16,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 216,
y = 184,
width = 16,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 200,
y = 200,
width = 24,
height = 16,
pattern = "wall.4-3",
}
tile{
layer = 0,
x = 96,
y = 200,
width = 24,
height = 16,
pattern = "wall.3-3",
}
tile{
layer = 0,
x = 96,
y = 184,
width = 24,
height = 24,
pattern = "wall.corner_reverse.3-3",
}
tile{
layer = 0,
x = 200,
y = 184,
width = 24,
height = 24,
pattern = "wall.corner_reverse.4-3",
}
tile{
layer = 0,
x = 88,
y = 176,
width = 8,
height = 8,
pattern = "wall_border.corner.3-3",
}
tile{
layer = 0,
x = 104,
y = 208,
width = 8,
height = 8,
pattern = "wall_border.corner.3-3",
}
tile{
layer = 0,
x = 192,
y = 208,
width = 8,
height = 8,
pattern = "wall_border.corner.4-3",
}
tile{
layer = 0,
x = 224,
y = 176,
width = 8,
height = 8,
pattern = "wall_border.corner.4-3",
}
tile{
layer = 0,
x = 88,
y = 56,
width = 8,
height = 8,
pattern = "wall_border.corner.1-3",
}
tile{
layer = 0,
x = 224,
y = 56,
width = 8,
height = 8,
pattern = "wall_border.corner.2-3",
}
tile{
layer = 0,
x = 120,
y = 176,
width = 8,
height = 8,
pattern = "wall_border.corner_reverse.3-3",
}
tile{
layer = 0,
x = 192,
y = 176,
width = 8,
height = 8,
pattern = "wall_border.corner_reverse.4-3",
}
tile{
layer = 0,
x = 152,
y = 232,
width = 16,
height = 16,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 152,
y = 240,
width = 16,
height = 8,
pattern = "barrier.1-1",
}
tile{
layer = 0,
x = 224,
y = 208,
width = 96,
height = 32,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 168,
y = 104,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.2-2",
}
tile{
layer = 0,
x = 152,
y = 104,
width = 16,
height = 24,
pattern = "stairs_inner_up.1-2",
}
tile{
layer = 0,
x = 144,
y = 104,
width = 8,
height = 24,
pattern = "stairs_inner_up.1.border.1-2",
}
tile{
layer = 0,
x = 152,
y = 96,
width = 16,
height = 8,
pattern = "stairs_inner_up.1.top-2",
}
wall{
layer = 0,
x = 144,
y = 96,
width = 32,
height = 8,
stops_hero = true,
stops_npcs = true,
stops_enemies = true,
stops_blocks = true,
stops_projectiles = true,
}
wall{
layer = 0,
x = 152,
y = 216,
width = 16,
height = 16,
stops_enemies = true,
stops_blocks = true,
}
destination{
name = "from_bottom",
layer = 0,
x = 160,
y = 221,
direction = 1,
}
teletransporter{
layer = 0,
x = 152,
y = 224,
width = 16,
height = 16,
destination_map = "out/d3",
destination = "from_east_plains_cave_door",
}
custom_entity{
layer = 0,
x = 104,
y = 77,
width = 16,
height = 16,
direction = 1,
sprite = "entities/torch",
model = "torch",
}
custom_entity{
layer = 0,
x = 104,
y = 173,
width = 16,
height = 16,
direction = 1,
sprite = "entities/torch",
model = "torch",
}
custom_entity{
layer = 0,
x = 216,
y = 173,
width = 16,
height = 16,
direction = 1,
sprite = "entities/torch",
model = "torch",
}
custom_entity{
layer = 0,
x = 216,
y = 77,
width = 16,
height = 16,
direction = 1,
sprite = "entities/torch",
model = "torch",
}
teletransporter{
layer = 0,
x = 152,
y = 112,
width = 16,
height = 16,
destination_map = "out/d3",
destination = "from_east_plain_cave_stair",
}
destination{
name = "from_top",
layer = 0,
x = 160,
y = 125,
direction = 1,
}
stairs{
layer = 0,
x = 152,
y = 112,
direction = 1,
subtype = 2,
}
tile{
layer = 1,
x = 112,
y = 232,
width = 96,
height = 8,
pattern = "door_cache.2-3",
}
tile{
layer = 1,
x = 144,
y = 232,
width = 32,
height = 8,
pattern = "door_top.2-3",
}
tile{
layer = 1,
x = 0,
y = 32,
width = 64,
height = 176,
pattern = "ceiling.2",
}
tile{
layer = 1,
x = 256,
y = 32,
width = 64,
height = 176,
pattern = "ceiling.2",
}
tile{
layer = 1,
x = 0,
y = 0,
width = 320,
height = 32,
pattern = "ceiling.2",
}
tile{
layer = 1,
x = 0,
y = 208,
width = 96,
height = 32,
pattern = "ceiling.2",
}
tile{
layer = 1,
x = 144,
y = 96,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.1-2",
}
tile{
layer = 1,
x = 168,
y = 96,
width = 8,
height = 8,
pattern = "stairs_inner_up.1.top.border.2-2",
}
-- Lua script of map east_plains_cave.
-- This script is executed every time the hero enters this map.
-- Feel free to modify the code below.
-- You can add more events and remove the ones you don't need.
-- See the Solarus Lua API documentation:
-- http://www.solarus-games.org/doc/latest
local map = ...
local game = map:get_game()
-- Event called at initialization time, as soon as this map is loaded.
function map:on_started()
-- You can initialize the movement and sprites of various
-- map entities here.
end
-- Event called after the opening transition effect of the map,
-- that is, when the player takes control of the hero.
function map:on_opening_transition_finished()
end
This diff is collapsed.
-- Lua script of map caves/secret_passage_to_latouane/.
-- This script is executed every time the hero enters this map.
-- Feel free to modify the code below.
-- You can add more events and remove the ones you don't need.
-- See the Solarus Lua API documentation:
-- http://www.solarus-games.org/doc/latest
local map = ...
local game = map:get_game()
-- Event called at initialization time, as soon as this map is loaded.
function map:on_started()
-- You can initialize the movement and sprites of various
-- map entities here.
end
-- Event called after the opening transition effect of the map,
-- that is, when the player takes control of the hero.
function map:on_opening_transition_finished()
end
properties{
x = 0,
y = 0,
width = 320,
height = 240,
min_layer = 0,
max_layer = 2,
tileset = "dungeon/dark_brown",
music = "cave",
}
tile{
layer = 0,
x = 216,
y = 32,
width = 24,
height = 160,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 80,
y = 32,
width = 24,
height = 160,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 104,
y = 32,
width = 112,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 184,
y = 168,
width = 32,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 104,
y = 168,
width = 32,
height = 24,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 112,
y = 192,
width = 24,
height = 48,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 184,
y = 192,
width = 24,
height = 48,
pattern = "ceiling.2",
}
tile{
layer = 0,
x = 136,
y = 168,
width = 48,
height = 48,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 104,
y = 56,
width = 112,
height = 112,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 136,
y = 216,
width = 48,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 184,
y = 184,
width = 24,
height = 32,
pattern = "wall.4-3",
}
tile{
layer = 0,
x = 200,
y = 168,
width = 16,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 184,
y = 160,
width = 32,
height = 8,
pattern = "wall_border.2-3",
}
tile{
layer = 0,
x = 176,
y = 168,
width = 8,
height = 48,
pattern = "wall_border.4-3",
}
tile{
layer = 0,
x = 184,
y = 168,
width = 24,
height = 24,
pattern = "wall.corner_reverse.4-3",
}
tile{
layer = 0,
x = 176,
y = 160,
width = 8,
height = 8,
pattern = "wall_border.corner_reverse.4-3",
}
tile{
layer = 0,
x = 104,
y = 56,
width = 112,
height = 8,
pattern = "wall_border.1-3",
}
tile{
layer = 0,
x = 208,
y = 56,
width = 8,
height = 112,
pattern = "wall_border.4-3",
}
tile{
layer = 0,
x = 104,
y = 56,
width = 8,
height = 112,
pattern = "wall_border.3-3",
}
tile{
layer = 0,
x = 80,
y = 32,
width = 24,
height = 24,
pattern = "wall.corner.1-3",
}
tile{
layer = 0,
x = 216,
y = 32,
width = 24,
height = 24,
pattern = "wall.corner.2-3",
}
tile{
layer = 0,
x = 80,
y = 56,
width = 24,
height = 112,
pattern = "wall.3-3",
}
tile{
layer = 0,
x = 104,
y = 32,
width = 112,
height = 24,
pattern = "wall.1-3",
}
tile{
layer = 0,
x = 216,
y = 56,
width = 24,
height = 112,
pattern = "wall.4-3",
}
tile{
layer = 0,
x = 80,
y = 168,
width = 24,
height = 24,
pattern = "wall.corner.3-3",
}
tile{
layer = 0,
x = 216,
y = 168,
width = 24,
height = 24,
pattern = "wall.corner.4-3",
}
tile{
layer = 0,
x = 104,
y = 160,
width = 8,
height = 8,
pattern = "wall_border.corner.3-3",
}
tile{
layer = 0,
x = 208,
y = 160,
width = 8,
height = 8,
pattern = "wall_border.corner.4-3",
}
tile{
layer = 0,
x = 104,
y = 56,
width = 8,
height = 8,
pattern = "wall_border.corner.1-3",
}
tile{
layer = 0,
x = 208,
y = 56,
width = 8,
height = 8,
pattern = "wall_border.corner.2-3",
}
tile{
layer = 0,
x = 104,
y = 168,
width = 16,
height = 24,
pattern = "wall.2-3",
}
tile{
layer = 0,
x = 112,
y = 184,
width = 24,
height = 32,
pattern = "wall.3-3",
}
tile{
layer = 0,
x = 104,
y = 160,
width = 32,
height = 8,
pattern = "wall_border.2-3",
}
tile{
layer = 0,
x = 136,
y = 168,
width = 8,
height = 48,
pattern = "wall_border.3-3",
}
tile{
layer = 0,
x = 184,
y = 216,
width = 24,
height = 24,
pattern = "wall.corner.4-3",
}
tile{
layer = 0,
x = 112,
y = 216,
width = 24,
height = 24,
pattern = "wall.corner.3-3",
}
tile{
layer = 0,
x = 112,
y = 168,
width = 24,
height = 24,
pattern = "wall.corner_reverse.3-3",
}
tile{
layer = 0,
x = 136,
y = 160,
width = 8,
height = 8,
pattern = "wall_border.corner_reverse.3-3",
}
tile{
layer = 0,
x = 144,
y = 96,
width = 8,
height = 24,
pattern = "stairs_down.2.border.2-1",
}
tile{
layer = 0,
x = 152,
y = 96,
width = 16,
height = 24,
pattern = "stairs_down.2-1",
}
tile{
layer = 0,
x = 168,
y = 96,
width = 8,
height = 24,
pattern = "stairs_down.2.border.3-1",
}
tile{
layer = 0,
x = 144,
y = 120,
width = 32,
height = 8,
pattern = "stairs_down.2.border.1-1",
}
tile{
layer = 0,
x = 144,
y = 208,
width = 32,
height = 8,
pattern = "door_main.2.floor.1-3",
}
tile{
layer = 0,
x = 168,
y = 216,
width = 8,
height = 16,
pattern = "door_main.2.support.2-3",
}
tile{
layer = 0,
x = 144,
y = 216,
width = 8,
height = 16,
pattern = "door_main.2.support.1-3",
}
tile{
layer = 0,
x = 152,
y = 216,
width = 16,
height = 16,
pattern = "door_main.2-3",
}
tile{
layer = 0,
x = 152,
y = 232,
width = 16,
height = 16,
pattern = "floor.16-1",
}
tile{
layer = 0,
x = 152,
y = 240,
width = 16,
height = 8,
pattern = "barrier.1-1",
}
wall{
layer = 0,
x = 152,
y = 216,
width = 16,
height = 16,
stops_enemies = true,
stops_blocks = true,
}
destination{
name = "from_outside",
layer = 0,
x = 160,
y = 221,
direction = 1,
}
teletransporter{
layer = 0,
x = 152,
y = 224,
width = 16,
height = 16,
destination_map = "out/e2",
destination = "from_passage_to_latouane_2f",
}
stairs{
layer = 0,
x = 152,
y = 96,
direction = 3,
subtype = 3,
}
teletransporter{
layer = 0,
x = 152,
y = 96,
width = 16,
height = 16,
destination_map = "caves/passage_to_latouane/1f",
destination = "from_2f",
}
destination{
name = "from_1f",
layer = 0,
x = 160,
y = 109,
direction = 1,
}
tile{
layer = 1,
x = 112,
y = 232,
width = 96,
height = 8,
pattern = "door_cache.2-3",
}
tile{
layer = 1,
x = 144,
y = 232,
width = 32,
height = 8,
pattern = "cave_entry_top.1",
}
tile{
layer = 2,
x = 0,
y = 0,
width = 320,
height = 32,
pattern = "ceiling.2",
}
tile{
layer = 2,
x = 0,
y = 32,
width = 80,
height = 208,
pattern = "ceiling.2",
}
tile{
layer = 2,
x = 240,
y = 32,
width = 80,
height = 208,
pattern = "ceiling.2",
}
tile{
layer = 2,
x = 80,
y = 192,
width = 32,
height = 48,
pattern = "ceiling.2",
}
tile{
layer = 2,
x = 208,
y = 192,
width = 32,
height = 48,
pattern = "ceiling.2",
}
-- Lua script of map caves/secret_passage_to_latouane/2f.
-- This script is executed every time the hero enters this map.
-- Feel free to modify the code below.
-- You can add more events and remove the ones you don't need.
-- See the Solarus Lua API documentation:
-- http://www.solarus-games.org/doc/latest
local map = ...
local game = map:get_game()
-- Event called at initialization time, as soon as this map is loaded.
function map:on_started()
-- You can initialize the movement and sprites of various
-- map entities here.
end
-- Event called after the opening transition effect of the map,
-- that is, when the player takes control of the hero.
function map:on_opening_transition_finished()
end
......@@ -586,33 +586,6 @@ tile{
pattern = "cliff.top.border.diag.1",
}
tile{
layer = 0,
x = 760,
y = 168,
width = 16,
height = 40,
pattern = "ladder",
}
tile{
layer = 0,
x = 776,
y = 168,
width = 8,
height = 40,
pattern = "ladder.border.2",
}
tile{
layer = 0,
x = 752,
y = 168,
width = 8,
height = 40,
pattern = "ladder.border.1",
}
tile{
layer = 0,
x = 1664,
......@@ -1144,31 +1117,37 @@ tile{
pattern = "dirt.cave_entrance_blast.border.2",
}
wall{
tile{
layer = 0,
x = 152,
y = 232,
x = 760,
y = 168,
width = 16,
height = 40,
stops_npcs = true,
stops_enemies = true,
stops_blocks = true,
stops_projectiles = true,
pattern = "ladder",
}
sensor{
name = "layer_up_sensor_7",
tile{
layer = 0,
x = 160,
y = 261,
width = 16,
height = 16,
x = 776,
y = 168,
width = 8,
height = 40,
pattern = "ladder.border.2",
}
wall{
tile{
layer = 0,
x = 760,
x = 752,
y = 168,
width = 8,
height = 40,
pattern = "ladder.border.1",
}
wall{
layer = 0,
x = 152,
y = 232,
width = 16,
height = 40,
stops_npcs = true,
......@@ -1178,10 +1157,10 @@ wall{
}
sensor{
name = "layer_up_sensor_8",
name = "layer_up_sensor_7",
layer = 0,
x = 768,
y = 197,
x = 160,
y = 261,
width = 16,
height = 16,
}
......@@ -1251,6 +1230,56 @@ teletransporter{
destination = "_side",
}
teletransporter{
layer = 0,
x = 0,
y = 960,
width = 640,
height = 16,
transition = "scrolling",
destination_map = "out/c3",
destination = "_side",
}
wall{
layer = 0,
x = 760,
y = 168,
width = 16,
height = 40,
stops_npcs = true,
stops_enemies = true,
stops_blocks = true,
stops_projectiles = true,
}
sensor{
name = "layer_up_sensor_8",
layer = 0,
x = 768,
y = 197,
width = 16,
height = 16,
}
teletransporter{
layer = 0,
x = 232,
y = 480,
width = 16,
height = 16,
destination_map = "caves/east_plains_cave",
destination = "from_bottom",
}
destination{
name = "from_east_plains_cave_door",
layer = 0,
x = 240,
y = 501,
direction = 1,
}
dynamic_tile{
name = "weak_wall_a_closed",
layer = 0,
......@@ -1267,20 +1296,18 @@ door{
x = 232,
y = 480,
direction = 1,
sprite = "entities/door_weak_wall",
sprite = "entities/doors/door_out_weak_wall",
savegame_variable = "out_d3_weak_wall_a",
opening_method = "explosion",
}
teletransporter{
layer = 0,
x = 0,
y = 960,
width = 640,
height = 16,
transition = "scrolling",
destination_map = "out/c3",
destination = "_side",
tile{
layer = 1,
x = 736,
y = 168,
width = 928,
height = 8,
pattern = "cliff.top.1",
}
tile{
......@@ -3677,15 +3704,6 @@ tile{
pattern = "grass.cliff.top.diag.1b",
}
tile{
layer = 1,
x = 736,
y = 168,
width = 928,
height = 8,
pattern = "cliff.top.1",
}
tile{
layer = 1,
x = 736,
......@@ -15751,56 +15769,6 @@ sensor{
height = 16,
}
dynamic_tile{
name = "invisible_tile_22",
layer = 1,
x = 760,
y = 168,
width = 16,
height = 40,