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added last card castle room exit (poncini request)
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ners-xd authored Feb 22, 2023
1 parent 758937e commit 026ae15
Showing 1 changed file with 4 additions and 3 deletions.
7 changes: 4 additions & 3 deletions Deltarune.asl
Original file line number Diff line number Diff line change
Expand Up @@ -182,6 +182,7 @@ startup {
settings.Add("Ch1_Shopping", false, "After the shop, before K Round", "Ch1_CardCastle");
settings.Add("Ch1_Throne_Enter", false, "Entering Card Castle's Throne room", "Ch1_CardCastle");
settings.Add("Ch1_Throne_Exit", true, "Exiting Card Castle's Throne room", "Ch1_CardCastle");
settings.Add("Ch1_LastCastleRoom_Exit", false, "Exiting Card Castle's L shaped room", "Ch1_CardCastle");
settings.Add("Ch1_King_EndBattle", false, "End King Battle (< v1.12)", "Ch1_CardCastle");
settings.Add("Ch1_King_ExitBattleRoom", true, "Exit King Battle Room", "Ch1_CardCastle");
settings.Add("Ch1_Ending", true, "Ending");
Expand Down Expand Up @@ -355,6 +356,7 @@ init {
{"Ch1_Shopping", new object[] {false, -1, 406, -1, -1, -1}},
{"Ch1_Throne_Enter", new object[] {false, -1, 407, -1, -1, -1}},
{"Ch1_Throne_Exit", new object[] {false, 407, 408, -1, -1, -1}},
{"Ch1_LastCastleRoom_Exit", new object[] {false, 408, 409, -1, -1, -1}},
{"Ch1_King_EndBattle", new object[] {false, -1, 409, 1, 0, -1}},
{"Ch1_King_ExitBattleRoom", new object[] {false, 409, 410, -1, -1, -1}},

Expand Down Expand Up @@ -496,6 +498,7 @@ init {
{"Ch1_Shopping", new object[] {false, -1, -1, 123, 125, -1, -1, -1}},
{"Ch1_Throne_Enter", new object[] {false, -1, -1, 125, 126, -1, -1, -1}},
{"Ch1_Throne_Exit", new object[] {false, -1, -1, 126, 127, -1, -1, -1}},
{"Ch1_LastCastleRoom_Exit", new object[] {false, -1, -1, 127, 128, -1}},
{"Ch1_King_EndBattle", new object[] {false, -1, -1, -1, 128, 1, 0, -1}},
{"Ch1_King_ExitBattleRoom", new object[] {false, -1, -1, 128, 129, -1, -1, -1}},

Expand Down Expand Up @@ -563,8 +566,7 @@ update {

if (current.room != old.room) {
vars.DebugPrint("ROOM " + old.room + " -> " + current.room);
if(version != "SURVEY_PROGRAM" && timer.IsGameTimePaused == true && (settings["Ch1_Ch2_PauseTimer"] || settings["Ch1_Ch2_PauseTimerOST"] || settings["Ch2_Ch2_PauseTimer"]) && current.room == 28)
{
if(version != "SURVEY_PROGRAM" && timer.IsGameTimePaused == true && (settings["Ch1_Ch2_PauseTimer"] || settings["Ch1_Ch2_PauseTimerOST"] || settings["Ch2_Ch2_PauseTimer"]) && current.room == 28) {
vars.DebugPrint("ALL CHAPTERS: Chapter 2 started, timer resumed");
timer.IsGameTimePaused = false;
}
Expand Down Expand Up @@ -720,7 +722,6 @@ split {
Jevil has a variable named dancelv which sets the sprite/animation he's using
0 - Default, 1 - Bounce, 2 - Sad, 3 - Teleports, 4 - Dead
We use this to determine when he's been pacified
The pointers for him are really weird unfortunately I couldn't find one that would work if you died to him or returned to title before the fight
*/
pass = (current.jevilDance == 4);
break;
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