From 026ae156aabce7bfa498e86f8d67c2d07fcfa6a6 Mon Sep 17 00:00:00 2001 From: NERS1111 <85985080+NERS1111@users.noreply.github.com> Date: Wed, 22 Feb 2023 12:32:26 +0200 Subject: [PATCH] added last card castle room exit (poncini request) --- Deltarune.asl | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Deltarune.asl b/Deltarune.asl index c056d9c..f241865 100644 --- a/Deltarune.asl +++ b/Deltarune.asl @@ -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"); @@ -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}}, @@ -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}}, @@ -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; } @@ -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;