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-rw-r--r--res/scripts/hallucination_mirror.lua11
1 files changed, 5 insertions, 6 deletions
diff --git a/res/scripts/hallucination_mirror.lua b/res/scripts/hallucination_mirror.lua index afacd59..18a3e28 100644 --- a/res/scripts/hallucination_mirror.lua +++ b/res/scripts/hallucination_mirror.lua
@@ -1,19 +1,18 @@
1hallucination_mirror = {} 1hallucination_mirror = {}
2 2
3function hallucination_mirror.init() 3function hallucination_mirror.look_at_mirror()
4 coroutine.yield() 4 coroutine.yield()
5 -- This routine makes the player's party face the mirror if they are standing 5 -- This routine makes the player's party face the mirror if they are standing
6 -- in front of it for a few (5) seconds. The fact that this has to run 6 -- in front of it for a few (5) seconds. The fact that this has to run
7 -- continuously makes it a bit complicated, and is why we keep checking that 7 -- continuously makes it a bit complicated.
8 -- we're on the same map. 8 while true do
9 while getMap():getName() == "hallucination_mirror" do
10 if IsSpriteInZone("lucas", "mirror_sight") and IsSpriteInZone("kuma", "mirror_sight") and IsSpriteInZone("duster", "mirror_sight") and IsSpriteInZone("boney", "mirror_sight") then 9 if IsSpriteInZone("lucas", "mirror_sight") and IsSpriteInZone("kuma", "mirror_sight") and IsSpriteInZone("duster", "mirror_sight") and IsSpriteInZone("boney", "mirror_sight") then
11 timer = 5000 -- milliseconds 10 timer = 5000 -- milliseconds
12 while timer > 0 and getSprite(getPlayerSprite()).characterState == CharacterState.STILL and getMap():getName() == "hallucination_mirror" and not message().isMessageActive do 11 while timer > 0 and getSprite(getPlayerSprite()).characterState == CharacterState.STILL and not message().isMessageActive do
13 timer = timer - coroutine.yield() 12 timer = timer - coroutine.yield()
14 end 13 end
15 14
16 if timer <= 0 and getSprite(getPlayerSprite()).characterState == CharacterState.STILL and getMap():getName() == "hallucination_mirror" and not message().isMessageActive then 15 if timer <= 0 and getSprite(getPlayerSprite()).characterState == CharacterState.STILL and not message().isMessageActive then
17 SetPartyDirection(getPlayerSprite(), Direction.UP) 16 SetPartyDirection(getPlayerSprite(), Direction.UP)
18 end 17 end
19 end 18 end