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path: root/data/maps/the_great/rooms/Jail Part 2.txtpb
Commit message (Expand)AuthorAgeFilesLines
* Changed how door location names are formattedStar Rauchenberger2025-08-301-1/+1
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-8/+8
* Added the_greatStar Rauchenberger2025-08-141-0/+58
84'>84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
pink_shell = {}

function pink_shell.go_outside()
  ChangeMap("hallucination_cliff", "fromInside")
end

function pink_shell.talk_to_ocho()
  StartCutscene()
  SetAnimation("ocho", "talk")
  DisplayMessage("* *twist* *turn*\n\f* That person over there is Mixolydia.\n\f* Isn't she pretty?\n\f...\n\f* Hey, the four of you don't look so good.", "Ocho", SpeakerType.MAN)
  WaitForEndOfMessage()

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

function pink_shell.talk_to_mixolydia()
  SetDirection("mixolydia", Direction.UP)
  SetAnimation("mixolydia", "talk")
  StartCutscene()
  DisplayMessage("* Oh, me, oh, my! We have visitors! `", "Mixolydia", SpeakerType.WOMAN)
  WaitForEndOfMessage()

  SetAnimation("mixolydia", "still")
  Delay(500)

  SetDirection("mixolydia", Direction.DOWN)
  Delay(1000)

  if gamestate.went_in_hot_spring then
    SetAnimation("mixolydia", "talk")
    DisplayMessage("* ...You people stink.", "Mixolydia", SpeakerType.WOMAN)
    WaitForEndOfMessage()

    SetAnimation("mixolydia", "still")
    Delay(1000)
  end

  FaceTowardSpriteCardinally("mixolydia", "lucas")
  ShowExpression("mixolydia", "confusion")
  Delay(1000)

  RemoveExpression("mixolydia")
  SetAnimation("mixolydia", "talk")
  DisplayMessage("* Oh, wait a minute...", "Mixolydia", SpeakerType.WOMAN)
  WaitForEndOfMessage()

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

  SetAnimation("mixolydia", "talk")
  DisplayMessage("* Are you Lucas?", "Mixolydia", SpeakerType.WOMAN)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  if GetChoiceSelection() == 1 then
    DisplayMessage("* This island really has done a number on you.\n\f* But I'll humor you and listen anyway.", "Mixolydia", SpeakerType.WOMAN)
    WaitForEndOfMessage()
  end

  if gamestate.went_in_hot_spring then
    SetAnimation("mixolydia", "still")
    Delay(1000)

    SetAnimation("mixolydia", "talk")
    DisplayMessage("* ...Wow, you guys really stink.", "Mixolydia", SpeakerType.WOMAN)
    WaitForEndOfMessage()
  end

  SetAnimation("mixolydia", "still")
  Delay(2000)

  SetAnimation("mixolydia", "talk")
  DisplayMessage("* Ionia told me about you. `\n\f* I'm Mixolydia, one of the Magifolk. `\n\f* If that's too hard to remember, <Mixo>...\n... no, <Missy> will do just fine. `", "Mixolydia", SpeakerType.WOMAN)
  WaitForEndOfMessage()

  SetAnimation("mixolydia", "still")
  Delay(2000)

  SetAnimation("mixolydia", "talk")
  DisplayMessage("* Okay... Line up here.", "Mixolydia", SpeakerType.WOMAN)
  WaitForEndOfMessage()

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

  -- direct everyone to stand in their positions
  BreakUpParty("lucas")
  MakeSpriteNotSolid("lucas")
  MakeSpriteNotSolid("mixolydia")

  UnpauseSprite("lucas")
  SetMovementSpeed("lucas", 1)
  DirectSpriteToLocation("lucas", "lucas_lineup", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("lucas")
  DisableBehaviour("lucas")
  SetDirection("lucas", Direction.DOWN)
  SetAnimation("lucas", "tired")
  PauseSprite("lucas")
  SetMovementSpeed("lucas", 2)
  Delay(100)

  SetDirection("mixolydia", Direction.DOWN)

  UnpauseSprite("kuma")
  SetMovementSpeed("kuma", 1)
  DirectSpriteToLocation("kuma", "kumatora_lineup", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("kuma")
  DisableBehaviour("kuma")
  SetDirection("kuma", Direction.DOWN)
  SetAnimation("kuma", "tired")
  PauseSprite("kuma")
  SetMovementSpeed("kuma", 0)
  Delay(100)

  UnpauseSprite("duster")
  SetMovementSpeed("duster", 1)
  DirectSpriteToLocation("duster", "duster_lineup", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("duster")
  DisableBehaviour("duster")
  SetDirection("duster", Direction.DOWN)
  SetAnimation("duster", "tired")
  PauseSprite("duster")
  SetMovementSpeed("duster", 0)
  Delay(100)

  UnpauseSprite("boney")
  SetMovementSpeed("boney", 1)
  DirectSpriteToLocation("boney", "boney_lineup", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("boney")
  DisableBehaviour("boney")
  SetDirection("boney", Direction.DOWN)
  SetAnimation("boney", "tired")
  PauseSprite("boney")
  SetMovementSpeed("boney", 0)
  Delay(100)

  if gamestate.still_has_claus then
    UnpauseSprite("join_claus")
    SetMovementSpeed("join_claus", 1)
    DirectSpriteToLocation("join_claus", "claus_lineup", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
    WaitForSpritePath("join_claus")
    DisableBehaviour("join_claus")
    SetDirection("join_claus", Direction.DOWN)
    SetAnimation("join_claus", "tired")
    PauseSprite("join_claus")
    SetMovementSpeed("join_claus", 0)
  end

  Delay(1000)

  if gamestate.went_in_hot_spring then
    SetAnimation("mixolydia", "talk")
    DisplayMessage("* ...Yuck. What a stench.", "Mixolydia", SpeakerType.WOMAN)
    WaitForEndOfMessage()

    SetAnimation("mixolydia", "still")
    Delay(1000)
  end

  SetAnimation("mixolydia", "talk")
  DisplayMessage("* Tanetane Island...\nIt wreaks havoc on a person's mind.\n\f* Every trauma you've suffered is pulled out.\n\f* The things down there tear at your weaknesses and the scars in your heart.\n\f* But I'll bring you back to your senses now. `", "Mixolydia", SpeakerType.WOMAN)
  WaitForEndOfMessage()

  SetAnimation("mixolydia", "still")
  Delay(500)

  SetDirection("mixolydia", Direction.UP)
  Delay(500)

  -- smack each character
  UnpauseSprite("mixolydia")
  SetMovementSpeed("mixolydia", 1)

  pink_shell.smack("smack_boney_pos")
  SetAnimation("boney", "frozen")
  Delay(1000)

  pink_shell.smack("smack_lucas_pos")
  SetAnimation("lucas", "frozen")
  Delay(1000)

  pink_shell.smack("smack_kumatora_pos")
  SetAnimation("kuma", "frozen")
  Delay(1000)

  pink_shell.smack("smack_duster_pos")
  SetAnimation("duster", "frozen")
  Delay(1000)

  -- TODO: handle fake claus (should Lucas react to this?)
  if gamestate.still_has_claus then
    pink_shell.smack("smack_claus_pos")
    DestroyNamedSprite("join_claus")
    CreateAnimatedSpriteAtWarpPoint("puff", "curtain_call", "claus_lineup", "puff!", Direction.DOWN, SpriteLayer.ABOVE)
    WaitForAnimation("puff")

    DestroyNamedSprite("puff")
  end

  -- TODO: rest of scene

  MakeSpriteSolid("lucas")
end

function pink_shell.smack(posname)
  DirectSpriteToLocation("mixolydia", posname, PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("mixolydia")

  SetAnimation("mixolydia", "holding_stick")
  Delay(2000)

  SetAnimation("mixolydia", "turn_down!")
  WaitForAnimation("mixolydia")

  SetDirection("mixolydia", Direction.DOWN)
  SetAnimation("mixolydia", "smack!")
  WaitForAnimation("mixolydia")

  PlaySound("ruler_smack.wav")
  SetAnimation("mixolydia", "holding_stick")
end