#Door Events (Astoria wears random clothing.) label astoria_summon_setup: # Reset doll state $ astoria.wear("all") $ astoria.set_cum(None) $ astoria.animation = None if astoria_outfits_schedule: $ astoria.equip_random_outfit() call play_sound("door") call ast_chibi("stand","mid","base") with d3 #Astoria greeting. call play_music("astoria") if ast_mood > 0: if 5 > ast_mood >= 1: ast "[ast_genie_name]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3) elif 10 > ast_mood >= 5: ast "What now?" ("annoyed", "base", "worried", "mid", xpos="base", ypos="base", trans=d3) elif 20 > ast_mood >= 10: ast "What is it, [ast_genie_name]?" ("annoyed", "base", "angry", "R", xpos="base", ypos="base", trans=d3) elif 30 > ast_mood >= 20: ast "What do you want, [ast_genie_name]?" ("angry", "base", "angry", "mid", xpos="base", ypos="base", trans=d3) elif 40 > ast_mood >= 30: ast "*Hmph*..." ("annoyed", "narrow", "worried", "L", xpos="base", ypos="base", trans=d3) elif 50 > ast_mood >= 40: ast "*Tsk*" ("angry", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3) elif ast_mood >= 50: ast "What?!" ("scream", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3) ast "" ("angry", "narrow", "angry", "mid") call describe_mood(_("Astoria"), ast_mood) call tutorial("moodngifts") else: if game.daytime: ast "Mornin', [ast_genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) else: ast "Evenin', [ast_genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) return