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authorStar Rauchenberger <fefferburbia@gmail.com>2025-08-10 12:25:52 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2025-08-10 12:25:52 -0400
commite1d1b6e1f51b2152373be73ea59900ee410e33d2 (patch)
tree5b7e4e3309ad3399525e52b9e3eac5ba88e82c39 /data/maps/the_words/rooms
parent482b251a26c6701e77ddcc167b78e7986fb0a25e (diff)
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map2 = {}

function map2.off_left()
  ChangeMap("map1", "fromRight")
end

function map2.mailbox1()
  StartCutscene()
  DisplayMessage("* The mailbox lid is open...\n* Peek inside?", "", SpeakerType.NONE)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  if GetChoiceSelection() == 0 then
    DisplayMessage("* There are lots of postcards inside.\n* Read them?", "", SpeakerType.NONE)
    ShowChoice("Yes", "No")
    WaitForEndOfMessage()

    if GetChoiceSelection() == 0 then
      DisplayMessage("* The boy named Lucas is crying at a grave.\n\f* The boy named Lucas and his dog are loitering in the forest.\n\f* The boy named Lucas is getting into trouble in the mountains.\n\f* The boy named Lucas stole Beanoff from our garden.\n\f* The boy named Lucas is bullying animals.\n\f* The boy named Lucas learned some bad magic.\n\f* The boy named Lucas ......\n\f* The boy named Lucas ......\n\f* The boy named Lucas ......\n\f* The boy named Lucas .........\n\f* The mailbox let out a tremendous scream.", "", SpeakerType.NONE)
      WaitForEndOfMessage()
    end
  end

  HideCutsceneBars()
end

function map2.join_claus()
  StartCutscene()
  SetAnimation("join_claus", "talk")
  DisplayMessage("* Say, Lucas. Whatcha up to?\n\f* It looks so fun! Let me join you!", "Claus", SpeakerType.MAN)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  if GetChoiceSelection() == 0 then
    DisplayMessage("* Yes!\n\f* Okay, then I'll be at the very end!\n* Thanks!", "Claus", SpeakerType.MAN)
    WaitForEndOfMessage()

    local clausId = getSpriteByAlias("join_claus")
    character():addSpriteToParty(getPlayerSprite(), clausId)
    transform():undoCollision(clausId)

    local clausSprite = getSprite(clausId)
    clausSprite.persistent = true
  else
    DisplayMessage("* You won't let me join in?\nWhy not? Why not?\n\f* Why won't you let me join in?", "Claus", SpeakerType.MAN)
    WaitForEndOfMessage()
  end

  SetAnimation("join_claus", "still")
  HideCutsceneBars()
end

function map2.mailbox_lightning()
  StartCutscene()
  DisplayMessage("* The mailbox lid is open...\n* Peek inside?", "", SpeakerType.NONE)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  if GetChoiceSelection() == 1 then
    HideCutsceneBars()
    return
  end

  FadeMap(500, 0.5)
  WaitForMapFade()

  DisplayMessage("* ...?", "", SpeakerType.NONE)
  WaitForEndOfMessage()

  PlaySound("lightning_crackle.wav")
  Delay(1196)

  local lucasPos = GetPosition("lucas")
  CreateAnimatedSpriteAtPosition("lightning_from_mailbox", "lightning", lucasPos:x() + 56, lucasPos:y() - 72, "strike", Direction.DOWN_LEFT, SpriteLayer.ABOVE)

  ShakeCamera(66)
  PlaySound("lightning_explosion.wav")
  SetDirection("lucas", Direction.DOWN)
  SetAnimation("lucas", "lightning_electrocute!")
  WaitForAnimation("lucas")

  StopShakingCamera()
  DestroyNamedSprite("lightning_from_mailbox")
  SetAnimation("lucas", "lightning_collapse!")
  WaitForAnimation("lucas")

  FadeMap(500, 0.0)
  WaitForMapFade()

  DisplayMessage("* It was lightning.\n\fAh.", "", SpeakerType.NONE)
  WaitForEndOfMessage()
  HideCutsceneBars(CutsceneOptions.DO_NOT_CHANGE_ANIMATION)
end

function map2.approach_doria()
  if gamestate.approached_doria then
    return
  end

  gamestate.approached_doria = true

  StartCutscene()
  SetDirection("boney", Direction.LEFT)
  SetAnimation("boney", "barking")
  local barkingNoise = LoopSound("barking_at_hallucination.wav")
  Delay(200)

  ShowExpression("lucas", "surprise")
  SetDirection("lucas", Direction.LEFT)
  Delay(100)

  ShowExpression("kuma", "surprise")
  ShowExpression("duster", "surprise")
  SetDirection("kuma", Direction.LEFT)
  SetDirection("duster", Direction.LEFT)
  Delay(1000)

  PanToSprite("doria", 2000)
  Delay(500)

  RemoveExpression("lucas")
  RemoveExpression("kuma")
  RemoveExpression("duster")
  WaitForPan()

  SetDirection("doria", Direction.DOWN_RIGHT)
  SetAnimation("doria", "talk")
  ShowExpression("doria", "surprise")
  DisplayMessage("* Oh my!\n\f* Is that our little Kumatora I spy? `", "Doria", SpeakerType.MAN)
  Delay(1000)

  RemoveExpression("doria")
  WaitForEndOfMessage()

  SetAnimation("doria", "still")
  ReturnCamera(2000)
  Delay(1000)
  SetAnimation("kuma", "talk")
  DisplayMessage("* Doria...?\n\f* What the hell... You're still alive?", "Kumatora", SpeakerType.WOMAN)
  WaitForEndOfMessage()

  SetAnimation("boney", "crouch")
  StopSound(barkingNoise)
  PlaySound("boney_growl.wav")
  SetAnimation("kuma", "frozen")
  Delay(1000)

  SetAnimation("doria", "talk")
  DisplayMessage("* It is! It is her!\n\f* Such style! Such swagger!\nWhy, just as if she were Magifolk herself! `\n* When Ionia showed us the human she was looking after, I hardly knew what to think.", "Doria", SpeakerType.MAN)
  WaitForEndOfMessage()

  SetDirection("doria", Direction.DOWN)
  SetAnimation("doria", "hearts")
  DisplayMessage("* But what a lovely lady you've become!\n\f* You've made this old girl cry with pride! `", "Doria", SpeakerType.MAN)
  WaitForEndOfMessage()

  SetDirection("doria", Direction.DOWN_RIGHT)
  SetAnimation("doria", "talk")
  DisplayMessage("* Now I shudder to think how I'll move on once your short human life is over.\n* Ooh, get another one, I suppose!\nYes, we'll just get another human. `\nAnd the new Kumatora will be just as good, no, better than the last one!", "Doria", SpeakerType.MAN)
  WaitForEndOfMessage()

  SetDirection("doria", Direction.DOWN)
  SetAnimation("doria", "hairflip!")
  WaitForAnimation("doria")

  SetAnimation("doria", "still")
  Delay(1000)

  SetAnimation("kuma", "talk")
  DisplayMessage("* H-hey, what do you mean <new Kumatora>?", "Kumatora", SpeakerType.WOMAN)
  WaitForEndOfMessage()

  HideCutsceneBars()
end

function map2.talk_to_ionia()
  Halt("ionia")
  StartCutscene()
  SetAnimation("ionia", "talk")
  DisplayMessage("* Kumatora!", "Ionia", SpeakerType.MAN)
  WaitForEndOfMessage()

  SetAnimation("ionia", "still")
  HideCutsceneBars()
end