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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()
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
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