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map2 = {}
function map2.off_left()
ChangeMap("map1", "fromRight")
end
function map2.mailbox1()
StartCutscene()
DisplayMessage("* The mailbox lid is open...\n* Peek inside?", "", SpeakerType.NONE)
ShowChoice("Yes", "No")
WaitForEndOfMessage()
if GetChoiceSelection() == 0 then
DisplayMessage("* There are lots of postcards inside.\n* Read them?", "", SpeakerType.NONE)
ShowChoice("Yes", "No")
WaitForEndOfMessage()
if GetChoiceSelection() == 0 then
DisplayMessage("* The boy named Lucas is crying at a grave.\n\f* The boy named Lucas and his dog are loitering in the forest.\n\f* The boy named Lucas is getting into trouble in the mountains.\n\f* The boy named Lucas stole Beanoff from our garden.\n\f* The boy named Lucas is bullying animals.\n\f* The boy named Lucas learned some bad magic.\n\f* The boy named Lucas ......\n\f* The boy named Lucas ......\n\f* The boy named Lucas ......\n\f* The boy named Lucas .........\n\f* The mailbox let out a tremendous scream.", "", SpeakerType.NONE)
WaitForEndOfMessage()
end
end
HideCutsceneBars()
end
function map2.join_claus()
StartCutscene()
SetAnimation("join_claus", "talk")
DisplayMessage("* Say, Lucas. Whatcha up to?\n\f* It looks so fun! Let me join you!", "Claus", SpeakerType.MAN)
ShowChoice("Yes", "No")
WaitForEndOfMessage()
if GetChoiceSelection() == 0 then
DisplayMessage("* Yes!\n\f* Okay, then I'll be at the very end!\n* Thanks!", "Claus", SpeakerType.MAN)
WaitForEndOfMessage()
local clausId = getSpriteByAlias("join_claus")
character():addSpriteToParty(getPlayerSprite(), clausId)
transform():undoCollision(clausId)
local clausSprite = getSprite(clausId)
clausSprite.persistent = true
else
DisplayMessage("* You won't let me join in?\nWhy not? Why not?\n\f* Why won't you let me join in?", "Claus", SpeakerType.MAN)
WaitForEndOfMessage()
end
SetAnimation("join_claus", "still")
HideCutsceneBars()
end
function map2.mailbox_lightning()
StartCutscene()
DisplayMessage("* The mailbox lid is open...\n* Peek inside?", "", SpeakerType.NONE)
ShowChoice("Yes", "No")
WaitForEndOfMessage()
if GetChoiceSelection() == 1 then
HideCutsceneBars()
return
end
FadeMap(500, 0.5)
WaitForMapFade()
DisplayMessage("* ...?", "", SpeakerType.NONE)
WaitForEndOfMessage()
PlaySound("lightning_crackle.wav")
Delay(1196)
local lucasPos = GetPosition("lucas")
CreateAnimatedSpriteAtPosition("lightning_from_mailbox", "lightning", lucasPos:x() + 56, lucasPos:y() - 72, "strike", Direction.DOWN_LEFT, SpriteLayer.ABOVE)
ShakeCamera(66)
PlaySound("lightning_explosion.wav")
SetDirection("lucas", Direction.DOWN)
SetAnimation("lucas", "lightning_electrocute!")
WaitForAnimation("lucas")
StopShakingCamera()
DestroyNamedSprite("lightning_from_mailbox")
SetAnimation("lucas", "lightning_collapse!")
WaitForAnimation("lucas")
FadeMap(500, 0.0)
WaitForMapFade()
DisplayMessage("* It was lightning.\n\fAh.", "", SpeakerType.NONE)
WaitForEndOfMessage()
HideCutsceneBars()
end
function map2.approach_doria()
if gamestate.approached_doria then
return
end
gamestate.approached_doria = true
StartCutscene()
SetDirection("boney", Direction.LEFT)
SetAnimation("boney", "barking")
local barkingNoise = LoopSound("barking_at_hallucination.wav")
Delay(200)
ShowExpression("lucas", "surprise")
SetDirection("lucas", Direction.LEFT)
Delay(100)
ShowExpression("kuma", "surprise")
ShowExpression("duster", "surprise")
SetDirection("kuma", Direction.LEFT)
SetDirection("duster", Direction.LEFT)
Delay(1000)
PanToSprite("doria", 2000)
Delay(500)
RemoveExpression("lucas")
RemoveExpression("kuma")
RemoveExpression("duster")
WaitForPan()
SetDirection("doria", Direction.DOWN_RIGHT)
SetAnimation("doria", "talk")
ShowExpression("doria", "surprise")
DisplayMessage("* Oh my!\n\f* Is that our little Kumatora I spy? `", "Doria", SpeakerType.MAN)
Delay(1000)
RemoveExpression("doria")
WaitForEndOfMessage()
SetAnimation("doria", "still")
ReturnCamera(2000)
Delay(1000)
SetAnimation("kuma", "talk")
DisplayMessage("* Doria...?\n\f* What the hell... You're still alive?", "Kumatora", SpeakerType.WOMAN)
WaitForEndOfMessage()
SetAnimation("boney", "crouch")
StopSound(barkingNoise)
PlaySound("boney_growl.wav")
SetAnimation("kuma", "still")
Delay(1000)
SetAnimation("doria", "talk")
DisplayMessage("* It is! It is her!\n\f* Such style! Such swagger!\nWhy, just as if she were Magifolk herself! `\n* When Ionia showed us the human she was looking after, I hardly knew what to think.", "Doria", SpeakerType.MAN)
WaitForEndOfMessage()
SetDirection("doria", Direction.DOWN)
SetAnimation("doria", "hearts")
DisplayMessage("* But what a lovely lady you've become!\n\f* You've made this old girl cry with pride! `", "Doria", SpeakerType.MAN)
WaitForEndOfMessage()
SetDirection("doria", Direction.DOWN_RIGHT)
SetAnimation("doria", "talk")
DisplayMessage("* Now I shudder to think how I'll move on once your short human life is over.\n* Ooh, get another one, I suppose!\nYes, we'll just get another human. `\nAnd the new Kumatora will be just as good, no, better than the last one!", "Doria", SpeakerType.MAN)
WaitForEndOfMessage()
SetDirection("doria", Direction.DOWN)
SetAnimation("doria", "hairflip!")
WaitForAnimation("doria")
SetAnimation("doria", "still")
Delay(1000)
SetAnimation("kuma", "talk")
DisplayMessage("* H-hey, what do you mean <new Kumatora>?", "Kumatora", SpeakerType.WOMAN)
WaitForEndOfMessage()
HideCutsceneBars()
end
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