state("BiodacityMansion") {} startup { Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Unity"); vars.Helper.GameName = "Biodacity: The Mansion"; vars.Helper.AlertGameTime(); dynamic[,] _settings = { { "Mansion", true, "Splitting Areas", null }, { "g_MansionExterior", true, "Split After Going Through The Tunnel & Entering The Area Before Pool", "Mansion" }, { "g_MansionA", true, "Split When Entering The Mansion", "Mansion"}, { "Courtyard", true, "Split When Entering The Courtyard", "Mansion"}, { "g_MansionB", true, "Split When Entering Mansion B", "Mansion"}, { "g_Pool", true, "Split When Entering The Pool Area", "Mansion"}, { "Rocky Grounds", true, "Split When Entering The Rocky Grounds", "Mansion"}, { "g_MansionBasement", true, "Split When Entering The Mansion B Basement", "Mansion"}, { "Attic", false, "Split When Entering The Attic", "Mansion"}, { "g_LabEntry", true, "Split When Entering The Underground Lab", "Mansion"}, { "g_LabIntel", true, "Split When Entering The 2nd Lab Area", "Mansion"}, { "LabDestroyed,", false, "Split When Entering The Destroyed Lab", "Mansion"}, { "PoolSun", true, "Split When Entering The Final Area (Last Split Still Done Manually)", "Mansion"}, }; vars.Helper.Settings.Create(_settings); } init { vars.Helper.TryLoad = (Func)(mono => { vars.Helper["IGT"] = mono.Make("Statistics", "TimePlayed"); vars.Helper["Scene"] = mono.MakeString("AreaManager", "__", "currentLevel"); return true; }); } start { return current.Scene == "" && current.IGT != 0; // To Prevent it From Starting Anywhere Else Besides The Starting Area } split { if (current.Scene != old.Scene && settings[current.Scene]) { return true; } } isLoading { return true; } gameTime { return TimeSpan.FromSeconds(current.IGT); } update { if (current.Scene != old.Scene) vars.Log("Current Scene Is: " + current.Scene); }