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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()
gamestate.went_in_hot_spring = true
if gamestate.ionia_in_water then
-- Soft cutscene start; don't show bars but do take away control
DisablePlayerControl()
character():halt(getPlayerSprite())
-- Leave the rest of the party behind and have Lucas wade into the hot spring
character():breakUpParty(getPlayerSprite())
character():moveInDirection(getPlayerSprite(), Direction.UP)
Delay(500)
character():stopDirecting(getPlayerSprite())
SetDirection("lucas", Direction.DOWN)
Delay(1000)
-- Show the cutscene bars when he gets surprised
StartCutscene(CutsceneOptions.DO_NOT_CHANGE_ANIMATION)
ShowExpression("lucas", "surprise")
Delay(1000)
RemoveExpression("lucas")
Delay(2000)
SetAnimation("lucas", "submerge!")
Delay(200)
PlaySound("splash_submerge.wav")
WaitForAnimation("lucas")
Delay(1000)
-- After we fade to black, move the rest of the party offscreen.
-- We need to remove control again right after the map change because
-- ChangeMap automatically gives it back.
FadeToBlack(1000)
HideCutsceneBars()
SetPosition("kuma", -100, -100)
SetPosition("duster", -100, -100)
SetPosition("boney", -100, -100)
ChangeMap("underwater_start", "spawn", ChangeMapOptions.DO_NOT_FADE)
DisablePlayerControl()
Delay(500)
RemoveFadeout(1000)
EnablePlayerControl()
end
end
function hallucination_hot_spring.testing_lucas_resurface()
SetAnimation("lucas", "drown")
Delay(3000)
SetAnimation("lucas", "resurface!")
PlaySound("splash_resurface.wav")
WaitForAnimation("lucas")
end
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