name: "Link Area" panel_display_name: "Pyramid Area" panels { name: "WANDER" path: "Panels/Pilgrimage/cream_3" clue: "wander" answer: "amble" symbols: SUN display_name: "WANDER (Obverse)" } paintings { name: "NEAR" path: "Components/Paintings/aches" orientation: "north" display_name: "Near Painting" } paintings { name: "FAR" path: "Components/Paintings/aches3" orientation: "south" display_name: "Far Painting" } paintings { name: "PYRAMID" path: "Components/Paintings/triangle" orientation: "south" display_name: "Center Painting" } ports { name: "BLUE" path: "worldport8" orientation: "west" required_door { name: "Liberated Entrance" } } ports { name: "BROWN" path: "worldport9" orientation: "east" required_door { name: "Literate Entrance" } }b811f'>this commit A Mother 3 fangame
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path: root/res/scripts/hallucination_beach.lua
blob: be9277d4da44cbb55794f110a2b53cf1eb59d5f0 (plain) (tree)
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hallucination_beach = {}

function hallucination_beach.script0001()
  StartCutscene()
  SetAnimation("boney", "barking")
  local barkingNoise = LoopSound("barking_at_hallucination.wav")

  SetAnimation("flint", "talk")
  DisplayMessage("* Lucas. It's me, Flint. Your father.\n\f* I found Claus. He's here. After three years I've finally found your brother.\n\fAre you ready to see him again?", "Flint", SpeakerType.MAN)
  ShowChoice("Yes", "No")
  WaitForEndOfMessage()

  SetAnimation("boney", "crouch")
  StopSound(barkingNoise)
  PlaySound("boney_growl.wav")

  if GetChoiceSelection() == 0 then
    DisplayMessage("* I can hear the tremor in your voice, Lucas.\n\fLies are little games a mouth plays while the person attached withers away slowly.\n\fClaus is coming, whether you like it or not.\nWill you be able to look him in the eye?", "Flint", SpeakerType.MAN)
  else
    DisplayMessage("* Look at me when I'm talking to you, Lucas.\n\f* When Claus gets home, we won't need you anymore.\nYou're nothing compared to him.", "Flint", SpeakerType.MAN)
  end

  WaitForEndOfMessage()
  SetAnimation("flint", "still")
  HideCutsceneBars()
end

function hallucination_beach.off_right()
  ChangeMap("hallucination_interior", "fromLeft")
end

function hallucination_beach.test_trigger()
  StartCutscene()
  PlaySound("boney_growl.wav")
  DisplayMessage("* Hi! Welcome to the funky zone.", "", SpeakerType.NONE)
  WaitForEndOfMessage()
  HideCutsceneBars()
end