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