label door: if game.day == 1: if not door_examined: $ door_examined = True $ door_OBJ.idle = "door_idle" call gen_chibi("stand","door","base") with d5 gen "A sturdy-looking door..." ("base", xpos="far_left", ypos="head") gen "I wonder what's behind it." ("base", xpos="far_left", ypos="head") label examining_the_door: menu: "-Knock on the door-": show screen blktone with d3 call play_sound("knocking") "*Knock-knock-knock*" "..................." hide screen blktone with d3 gen "No reply..." ("base", xpos="far_left", ypos="head") "-Put your ear on it-": show screen blktone with d3 nar "You put your ear on the door and listen intently..." gen "I don't hear anything." ("base", xpos="far_left", ypos="head") hide screen blktone with d3 "-Kick the door-": show screen blktone with d3 $ renpy.play('sounds/kick.ogg') pause.2 with hpunch "*Thump!*" $ renpy.sound.play("sounds/MaleGasp.ogg") gen "Blimey! That hurts!" ("angry", xpos="far_left", ypos="head") ".............................." hide screen blktone with d3 gen "This door could take a thousand kicks and it still wouldn't break..." ("base", xpos="far_left", ypos="head") "-Smell the door-": show screen blktone with d3 $ renpy.sound.play("sounds/sniff.ogg") gen "...{w} Smells like a door..." ("base", xpos="far_left", ypos="head") hide screen blktone with d3 "-Leave it alone-": gen "Who knows what kind of dangers could be lurking behind that door?" ("base", xpos="far_left", ypos="head") gen "I think I'll let it be for now..." ("base", xpos="far_left", ypos="head") call gen_chibi("sit_behind_desk") with d3 else: gen "I should leave this door alone for now." ("base", xpos="far_left", ypos="head") if bird_examined and desk_examined and cupboard_examined and door_examined and fireplace_examined: jump genie_intro_E2 else: jump main_room_menu call update_character_map_locations call play_sound("scroll") jump summon