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finale = {}
function finale.init()
character():breakUpParty(getPlayerSprite())
AddEnclosureZone("lucas", "hotspring_enclosure")
MoveSpriteToWarp("kuma", "kumatora_start")
SetDirection("kuma", Direction.UP)
SetAnimation("kuma", "swim_still")
MakeSpriteSolid("kuma")
SetInteractionScript("kuma", "talk_to_kuma")
MoveSpriteToWarp("duster", "duster_start")
SetDirection("duster", Direction.RIGHT)
SetAnimation("duster", "swim_still")
MakeSpriteSolid("duster")
SetInteractionScript("duster", "talk_to_duster")
MoveSpriteToWarp("boney", "boney_start")
SetDirection("boney", Direction.DOWN)
SetAnimation("boney", "asleep")
finale.WaitForMovement(15000)
StartCutscene()
if gamestate.approached_doria then
DisplayMessage("* Kuma?\n\f* ... You know that people love you, right?", "Duster", SpeakerType.MAN)
WaitForEndOfMessage()
Delay(1000)
SetDirection("kuma", Direction.UP_RIGHT)
Delay(100)
SetDirection("kuma", Direction.RIGHT)
Delay(1000)
DisplayMessage("* ......... Fuck you, Duster.", "Kumatora", SpeakerType.WOMAN)
WaitForEndOfMessage()
Delay(1000)
SetDirection("kuma", Direction.UP_RIGHT)
Delay(100)
SetDirection("kuma", Direction.UP)
Delay(1000)
DisplayMessage("* Yeah... fuck me, I guess.", "Duster", SpeakerType.MAN)
WaitForEndOfMessage()
end
HideCutsceneBars()
end
function finale.WaitForMovement(length)
sprite = getSprite(getSpriteByAlias("lucas"))
while length > 0 do
dt = coroutine.yield()
if sprite.characterState == CharacterState.WALKING then
length = length - dt
end
end
end
function finale.talk_to_kuma()
SetDirection("kuma", Direction.UP)
StartCutscene()
DisplayMessage("* Kumatora doesn't respond.\n\f* She is grumbling to herself, and picking at the grass growing over the wall.", "", SpeakerType.NONE)
WaitForEndOfMessage()
HideCutsceneBars()
end
function finale.talk_to_duster()
SetDirection("duster", Direction.RIGHT)
StartCutscene()
DisplayMessage("* Duster doesn't respond.\n\f* He is simply staring at his own reflection in the water.", "", SpeakerType.NONE)
WaitForEndOfMessage()
HideCutsceneBars()
end
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