WTS/game/scripts/rooms/main_room/objects/door.rpy
LoafyLemon b28a3e250d Refactor variables - Part 1
* 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* Removed counter_class (Superseded)
* Removed DynamicDisplayable CG implementation (Superseded)
2023-03-31 23:41:48 +01:00

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label door:
if game.day == 1:
if not states.gen.ev.intro.door_examined:
$ states.gen.ev.intro.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
play sound "sounds/knocking.ogg"
"*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
play sound "sounds/kick.ogg"
pause.2
with hpunch
"*Thump!*"
play sound "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
play sound "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 states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined:
jump genie_intro_E2
else:
jump main_room_menu
call update_character_map_locations
play sound "sounds/scroll.ogg"
jump summon