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