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ss_esp85.lua
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2003-09-12
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2KB
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62 lines
-- Sven Siggelkow 2003
-- ESPRIT #085
-- This level should only be solvable if the marble activates
-- without anything (no inventory) the trigger. If somebody knows to realize this,
-- please change it. For now the doors open if the trigger is activated.
levelw = 20
levelh = 13
create_world(levelw, levelh)
oxyd_default_flavor = "a"
set_actor("ac-blackball", 3.5, 6.5, {player=0})
fill_floor("fl-ice_001", 0,0, level_width,level_height)
function renderLine( line, pattern)
for i=1, strlen(pattern) do
local c = strsub( pattern, i, i)
if c == "#" then
set_stone("st-door_a",i-1,line)
elseif c=="D" then
set_stone("st-death", i-1, line)
elseif c=="1" then
set_stone("st-door_a", i-1, line,{name="door1"})
elseif c=="2" then
set_stone("st-door_a", i-1, line,{name="door2"})
elseif c =="t" then
set_item("it-trigger", i-1,line, {invisible=1,action="callback", target="s1"})
elseif c=="M" then
set_item("it-magnet",i-1,line,{on=1})
elseif c=="." then
set_item("it-extralife", i-1,line)
elseif c=="O" then
oxyd(i-1,line)
end
end
end
-- 01234567890123456789
renderLine(00, "####################")
renderLine(01, "# ... D#")
renderLine(02, "# #")
renderLine(03, "# #")
renderLine(04, "# #####")
renderLine(05, "# OO #1 #")
renderLine(06, "# OMMO tOO#")
renderLine(07, "# OO #2 #")
renderLine(08, "# #####")
renderLine(09, "# #")
renderLine(10, "# #")
renderLine(11, "# D#")
renderLine(12, "####################")
-- 01234567890123456789
oxyd_shuffle()
no_inventory = true
function s1()
if no_inventory==true then
enigma.SendMessage(enigma.GetNamedObject("door1"), "open", nil)
enigma.SendMessage(enigma.GetNamedObject("door2"), "open", nil)
end
end