LoafyLemon
b28a3e250d
* Added get_character_scheduling function * Removed update_interface_color calls (Redundant) * Redesigned variable naming convention to simplify assignment and lookup * Removed counter_class (Superseded) * Removed DynamicDisplayable CG implementation (Superseded)
47 lines
1.9 KiB
Plaintext
47 lines
1.9 KiB
Plaintext
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#Door Events (Astoria wears random clothing.)
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label astoria_summon_setup:
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# Reset doll state
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$ astoria.wear("all")
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$ astoria.set_cum(None)
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$ astoria.animation = None
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if states.ast.wardrobe_scheduling:
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$ astoria.equip_random_outfit()
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play sound "sounds/door.ogg"
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call ast_chibi("stand","mid","base")
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with d3
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#Astoria greeting.
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play music "music/KMcL_OpenThoseBrightEyes.ogg" fadein 1 if_changed
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if states.ast.mood > 0:
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if 5 > states.ast.mood >= 1:
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ast "[name_genie_astoria]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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elif 10 > states.ast.mood >= 5:
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ast "What now?" ("annoyed", "base", "worried", "mid", xpos="base", ypos="base", trans=d3)
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elif 20 > states.ast.mood >= 10:
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ast "What is it, [name_genie_astoria]?" ("annoyed", "base", "angry", "R", xpos="base", ypos="base", trans=d3)
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elif 30 > states.ast.mood >= 20:
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ast "What do you want, [name_genie_astoria]?" ("angry", "base", "angry", "mid", xpos="base", ypos="base", trans=d3)
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elif 40 > states.ast.mood >= 30:
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ast "*Hmph*..." ("annoyed", "narrow", "worried", "L", xpos="base", ypos="base", trans=d3)
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elif 50 > states.ast.mood >= 40:
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ast "*Tsk*" ("angry", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3)
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elif states.ast.mood >= 50:
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ast "What?!" ("scream", "narrow", "angry", "mid", xpos="base", ypos="base", trans=d3)
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ast "" ("angry", "narrow", "angry", "mid")
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call describe_mood("Astoria", states.ast.mood)
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call tutorial("moodngifts")
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else:
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if game.daytime:
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ast "Mornin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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else:
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ast "Evenin', [name_genie_astoria]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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return
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