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path: root/data/maps/the_repetitive/rooms/Lime Room.txtpb
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* Changed how door location names are formattedStar Rauchenberger2025-08-301-1/+0
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-13/+13
* Added the_repetitiveStar Rauchenberger2025-08-181-0/+87
href='#n79'>79 80 81 82 83 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
hallucination_cliff = {}

function hallucination_cliff.off_bottom()
  ChangeMap("hallucination_interior", "fromTop")
end

function hallucination_cliff.off_left()
  ChangeMap("hallucination_hot_spring", "fromRight")
end

function hallucination_cliff.enter_door()
  CreateAnimatedSpriteAtWarpPoint("entryway", "entryway", "entryway_appear", "pink_shell", Direction.DOWN, SpriteLayer.NORMAL)
  PlaySound("door_open.wav")
  ChangeMap("pink_shell", "fromOutside")
end

function hallucination_cliff.talk_to_nana()
  if not gamestate.talked_to_nana_times then
    gamestate.talked_to_nana_times = 0
  end

  StartCutscene()

  if gamestate.talked_to_nana_times == 0 then
    SetAnimation("nana", "talk")
    DisplayMessage("* Don't talk to me.", "Nana", SpeakerType.WOMAN)
  elseif gamestate.talked_to_nana_times == 1 then
    SetAnimation("nana", "talk")
    DisplayMessage("* Go bother someone else.", "Nana", SpeakerType.WOMAN)
  elseif gamestate.talked_to_nana_times == 2 then
    SetAnimation("nana", "talk")
    DisplayMessage("* I only talked to you out of pity.", "Nana", SpeakerType.WOMAN)
  elseif gamestate.talked_to_nana_times >= 3 and gamestate.talked_to_nana_times < 6 then
    DisplayMessage("* ...", "Nana", SpeakerType.WOMAN)
  elseif gamestate.talked_to_nana_times >= 6 then
    SetAnimation("nana", "talk")
    DisplayMessage("* Shut up shut up shut up!\n\f* Can't you take a hint, you stupid boy?", "Nana", SpeakerType.WOMAN)
  end

  WaitForEndOfMessage()

  gamestate.talked_to_nana_times = gamestate.talked_to_nana_times + 1

  SetAnimation("nana", "still")
  SetDirection("nana", Direction.RIGHT)
  HideCutsceneBars()
end

function hallucination_cliff.claus_fall_event()
  -- do not trigger if we don't have claus
  if not gamestate.still_has_claus then
    return
  end

  -- do not trigger a second time
  if gamestate.claus_fall_scene then
    return
  end

  gamestate.claus_fall_scene = true

  -- have the player automatically climb most of the ladder. this is to ensure
  -- that Claus is off screen when the event triggers.
  DisablePlayerControl()
  Halt("lucas")
  DirectSpriteToLocation("lucas", "near_top_first_ladder", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("lucas")
  DisableBehaviour("lucas")

  StartCutscene(CutsceneOptions.DO_NOT_CHANGE_ANIMATION)
  DisplayMessage("* Aiee!", "Claus", SpeakerType.MAN)
  PlaySound("wobble_and_fall.wav")
  WaitForEndOfMessage()

  Delay(1000)

  PlaySound("thud.wav")
  ShakeCamera(100)
  Delay(50)

  ShowExpression("lucas", "surprise")
  Delay(50)

  ShowExpression("kuma", "surprise")
  ShowExpression("duster", "surprise")
  Delay(100)

  StopShakingCamera()
  Delay(1000)

  MoveSpriteToWarp("join_claus", "claus_fall_location")
  SetDirection("join_claus", Direction.LEFT)
  SetAnimation("join_claus", "collapsed")
  PanToSprite("join_claus", 4000)
  Delay(1000)

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

  Delay(1000)

  -- we need to break up the party to detach Claus anyway, and while we're there
  -- we should turn down the movement speed because the pathfinding algorithm
  -- doesn't take media into consideration, and if we don't change the speed
  -- before adding the other characters back, they'll bunch up as they move down
  BreakUpParty("lucas")
  SetMovementSpeed("lucas", 1)
  character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("kuma"))
  character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("duster"))
  character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("boney"))

  UnpauseSprite("lucas")
  DirectSpriteToLocation("lucas", "near_bottom_first_ladder", PathfindingOptions.CARDINAL_DIRECTIONS_ONLY)
  WaitForSpritePath("lucas")
  DisableBehaviour("lucas")
  PauseSprite("lucas")
  SetAnimation("lucas", "frozen") -- so he doesn't blink
  Delay(1000)

  DisplayMessage("* Lucas, you shouldn't have let me fall!\n\f* It's your fault I got hurt!\n\f* I can't get up...", "Claus", SpeakerType.MAN)
  WaitForEndOfMessage()

  DisplayMessage("* Help him up?", "", SpeakerType.NONE)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  -- TODO: rest of scene

  -- same as before but less justifiable because the only reason we're doing
  -- this is to fix the movement trails
  -- BreakUpParty("lucas")
  -- SetMovementSpeed("lucas", 2)
  -- character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("kuma"))
  -- character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("duster"))
  -- character():addSpriteToParty(getPlayerSprite(), getSpriteByAlias("boney"))
end