hallucination_hot_spring = {}
function hallucination_hot_spring.init()
if randomChance(3.0/4.0) then
DestroyNamedSprite("water_ionia")
gamestate.ionia_in_water = false
else
gamestate.ionia_in_water = true
end
end
function hallucination_hot_spring.off_right()
ChangeMap("hallucination_cliff", "fromLeft")
end
function hallucination_hot_spring.enter_hot_spring()
if gamestate.ionia_in_water then
StartCutscene(CutsceneOptions.DO_NOT_CHANGE_ANIMATION)
character():breakUpParty(getPlayerSprite())
getSprite(getPlayerSprite()).paused = false
character():moveInDirection(getPlayerSprite(), Direction.UP)
Delay(500)
character():stopDirecting(getPlayerSprite())
getSprite(getPlayerSprite()).paused = true
SetDirection("lucas", Direction.DOWN)
Delay(1000)
ShowExpression("lucas", "surprise")
Delay(1000)
RemoveExpression("lucas")
Delay(2000)
SetAnimation("lucas", "submerge!")
Delay(200)
PlaySound("splash_submerge.wav")
WaitForAnimation("lucas")
end
end
function hallucination_hot_spring.testing_lucas_resurface()
SetAnimation("lucas", "drown")
Delay(3000)
SetAnimation("lucas", "resurface!")
PlaySound("splash_resurface.wav")
WaitForAnimation("lucas")
end
o2-archipelago/about/?h=v7.0.0'>about summary refs log tree commit diff stats
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name: "B Room"
letters {
key: "b"
path: "Components/Collectables/b"
}
paintings {
name: "SPIRAL"
path: "Meshes/spiral"
# TODO: This is too high up to enter. It's also a hint painting.
exit_only: true
}
# TODO: Should these two be independent for shuffling purposes, or always tied
# to the Main Area's port?
ports {
name: "MID"
path: "Components/Warps/worldport4"
destination { x: -69 y: 0 z: 43 }
rotation: 90
# This port is in the room immediately after solving the B puzzles, which
# means it seems like it would be inaccessible if you enter the map from the
# painting or from the final port, but entering the O or R areas brings you
# back to the beginning.
}
ports {
name: "FINAL"
path: "Components/Warps/worldport5"
destination { x: -69 y: 0 z: 87 }
rotation: 90
}
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