initial commit with finisshed game

This commit is contained in:
Shoofle 2024-01-26 10:57:15 -05:00
commit 25240b53e4
20 changed files with 3881 additions and 0 deletions

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paper_color = 15
highlight_text_color = 0
base_text_color = 5
blank_ingredient_outline_color = 6
light_text_color = 7
phoebe_portrait = 72
lenore_portrait = 76
seller_portrait = 136
neighbor_portrait = 140
witch_portrait = 200
librarian_portrait = 204
door_portrait = 196
toast_str=""
toast_timer=0
function toast(text)
toast_str = text
toast_timer = 4
end
function draw_workbench()
-- workbench surface
rectfill(0,0,140,140, 4)
-- seams on the workbench
for i=1,20 do
line(0, i*16, 140, i*16-50, 5)
end
end
function draw_background()
draw_workbench()
-- watch
pal(1,0) -- replace one color with black for the hands
spr(64, -2,0, 4,4)
pal()
-- pen
spr(68, 4, 90, 4,4)
end
function draw_paper(x,y,w,h)
draw_paper_with_color(x,y,w,h,paper_color)
end
function draw_paper_with_color(x,y, w, h, color)
-- paper
rectfill(x,y, x+w,y+h, color)
-- ragged borders
sspr(72,0, 2,8, x-1,y, 2,h+1) -- west
sspr(72,0, 8,2, x,y-1, w+1,2) -- north
sspr(72,0, 2,8, x+w,y, 2,h+1) -- east
sspr(72,0, 8,2, x,y+h, w+1,2) -- south
end
function draw_recipe_on_paper(recipe, x, y)
color(highlight_text_color)
print(recipe.title, x+2, y+2)
-- description
color(base_text_color)
print(library.item_blueprints[recipe.result].description, x+44, y+12)
for i=1,3 do
rect(x+42, y+2+26*i, x+93, y+26*i+24, blank_ingredient_outline_color)
end
-- list of selected active traits
color(highlight_text_color)
print("traits:", x+2, y+78)
end
function decorate_recipe_unfinished(recipe, x, y)
color(blank_ingredient_outline_color)
for i, ing in ipairs(recipe.ingredients) do
print(ing, x+46, y+2+26*i+9)
end
end
function draw_ingredient_listing(ing, x, y)
color(highlight_text_color)
print(ing.title,x+4,y+4)
print_quality(ing.quality, x+54, y+14)
color(base_text_color)
for i, trait in ipairs(ing.traits) do
print(library.traits[trait][1], x+6, 5+y+i*6)
end
end
function print_quality(quality, x, y)
the_str = tostring(quality)
color(highlight_text_color)
print(the_str, x - 5*(#the_str), y)
color()
spr(1, x - 5*(#the_str)-8, y-2)
end

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pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
#include utils.lua
#include library.lua
#include script_lenore.lua
#include script_library.lua
#include script_charcoal_seller.lua
#include script_neighbor.lua
#include script_witch.lua
#include art.lua
#include conversation.lua
#include screen_inventory.lua
#include screen_letters.lua
#include screen_workbench.lua
#include screen_recipe_list.lua
#include screen_walkaround.lua
#include screen_crafting.lua
#include screen_title.lua
current_screen = nil
animations = {}
change_screen(screen_title)
function _update()
for animation in all(animations) do
animation.timer += 1/30.
animation.update(animation)
end
animations = filter_list(animations, function(anim) return anim.active end)
current_screen.update()
end
function _draw()
if conversation_active then
prev_screen.draw()
else
current_screen.draw()
end
for animation in all(animations) do
animation.draw(animation)
end
if conversation_active then
current_screen.draw()
end
if toast_str ~= "" and toast_timer > 0 then
rectfill(0,120,128,128,5)
print(toast_str, 1, 121, 0)
toast_timer -= 1/30.
end
end
-- ❎ 🅾️ are the buttons
__gfx__
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82
conversation.lua Normal file
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@ -0,0 +1,82 @@
prev_screen = screen_workbench
message_idx = 1
conversation_active = false
function phoebe_say(face_sprite, words, ...)
x,y=10,80
--background color
local c = sget((face_sprite*8) % 128, flr((face_sprite*8)/128)*8)
-- facebox
draw_paper_with_color(x,y, 4*8+1, 4*8+1, c)
spr(face_sprite, x+1,y+1, 4,4)
-- textbox
draw_paper_with_color(x+4*8+4, y, 68, 4*8+1, c)
color(base_text_color)
print(wrap(words, 16), x+4*8+4+2, y+2)
end
function draw_chatbox(face_sprite, words, ...)
x,y=10,80
--background color
local c = sget((face_sprite*8) % 128, flr((face_sprite*8)/128)*8)
-- textbox
draw_paper_with_color(x, y, 68, 4*8+1, c)
color(light_text_color)
print(wrap(words, 16), x+2, y+2)
-- facebox
draw_paper_with_color(x+68+3, y, 4*8+1,4*8+1, 0)
spr(face_sprite, x+69+3,y+1, 4,4)
end
function conversation_draw(screen)
--prev_screen.draw()
message = messages[message_idx]
if message[1] == phoebe_portrait then
phoebe_say(unpack(message))
else
draw_chatbox(unpack(message))
end
end
function conversation_update(after)
return function()
conversation_active = true
if btnp(4) or btnp(5) then
callback = messages[message_idx][3]
if callback ~= nil then callback() end
if message_idx == #messages then
if after ~= nil then
after()
else
change_screen(prev_screen)
end
conversation_active = false
else
message_idx += 1
end
end
end
end
-- base holds the screen to display under the conversation. nil if you want to simply use the existing screen.
-- convo holds a list of {headsprite, message} pairs to display as a conversation
-- after holds a callback for what to do after the screen is displayed. usually you'll call change_screen().
function screen_conversation(convo, after, base)
return {
before=function()
if base ~= nil then
prev_screen=base
end
messages=convo
message_idx=1
conversation_active = true
toast("conversation!")
end,
update=conversation_update(after),
draw=conversation_draw
}
end

171
library.lua Normal file
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@ -0,0 +1,171 @@
--tags represent what the object *is*
--traitss represent *special qualities* *beyoond* the default for that object.
testing = true
story = {
main=1,
branch_lenore=1,
branch_hans=1,
branch_brigitte=1,
hans_talked=false,
got_gunpowder_book=false,
got_crystal_book=false,
}
story.main = 1
library={}
library.traits={
large={"large", 10,0, 3,3},
shiny={"shiny", 14,0, 3,3},
fine={"fine", 27,0, 3,2},
red={"red", 29,0, 3,3},
blue={"blue", 7,0, 3,3},
green={"green", 17,0, 3,3},
}
library.item_blueprints = {
charcoal = {
title="charcoal", tags={"black", "fuel"},
quality_base=40, quality_range=20,
trait_pool={"fine", "shiny"}, trait_chance=10,
description="basket of \ncharcoal",
sprite=37, sprite_recolor={[12]=0},
},
well_water = {
title="well water", tags={"water"},
quality_base=30, quality_range=20,
trait_pool={"blue", "shiny"}, trait_chance=20,
description="water from\na well",
sprite=37,
},
herb = {
title="herb", tags={},
quality_base = 40, quality_range=30,
trait_pool={"green"}, trait_chance=30,
description="healing herb",
sprite=34,
},
crystal = {
title="crystal", tags={},
quality_base=40, quality_range=60,
trait_pool={"shiny", "large", "blue"}, trait_chance=50,
description="cliff \ncrystals",
sprite=38,
},
sand = {
title="sand", tags={},
quality_base=30, quality_range=40,
trait_pool={"fine"}, trait_chance=40,
description="beach sand",
sprite=32, sprite_recolor={[6]=15}
},
distilled_water={
title="pure water",tags={"water", "pure"},
quality_base=50, quality_range=20, --this should only be crafted, so this will be mostly irrelevant
trait_pool={}, trait_chance=0, -- again no use
description="filtered \npure water",
sprite=33,
},
reagent = {
title="reagent", tags={"red"},
quality_base = 50, quality_range=10,
trait_pool={"shiny"}, trait_chance=20,
description="red reagent",
sprite=33, sprite_recolor={[12]=8},
},
bomb = {
title="bomb", tags={"explosive"},
quality_base=60, quality_range=30,
trait_pool={}, trait_chance=0,
description="explodes for \nfun & profit",
sprite=35,
},
gunpowder={
title="gunpowder", tags={"explosive"},
quality_base=30, quality_range=10,
trait_pool={"fine"}, trait_chance=30,
description="be careful!",
sprite=32, sprite_recolor={[6]=5},
},
potion = {
title="potion", tags={},
quality_base = 50, quality_range=10,
trait_pool={"red", "shiny", "curing"}, trait_chance=10,
description="a healing\npotion",
sprite=33, sprite_recolor={[12]=11}
},
polishing_powder = {
title="polish", tags={},
quality_base=70, quality_range=30,
trait_pool={"shiny", "fine"}, trait_chance=30,
description="polishing \npowder",
sprite=32,
},
starshine_gem={
title="starshine", tags={},
quality_base=100, quality_range=50,
trait_pool={"shiny","large"}, trait_chance=40,
description="starshine \ngem!~",
sprite=39,
}
}
library.recipes={
distilled_water={
title="pure water",
ingredients={"well water", "charcoal"},
result="distilled_water"
},
reagent={
title="reagent",
ingredients={"pure water", "charcoal", "herb"},
result="reagent"
},
bomb={
title="small bomb",
ingredients={"gunpowder", "fuel"},
result="bomb"
},
gunpowder={
title="gunpowder",
ingredients={"crystal", "charcoal", "reagent"},
result="gunpowder"
},
potion={
title="potion",
ingredients={"pure water", "herb", "reagent"},
result="potion"
},
polishing_powder={
title="polish",
ingredients={"crystals","sand","charcoal"},
result="polishing_powder"
},
starshine_gem={
title="starshine",
ingredients={"crystals", "polish", "reagent"},
result="starshine_gem"
}
}
if testing then
inventory = {}
for i=1,4 do
local c = make_item(library.item_blueprints.charcoal)
c.traits = {"fine", "red"}
add(inventory, c)
end
for i=1,4 do
local w = make_item(library.item_blueprints.well_water)
w.traits = {"shiny", "blue"}
add(inventory, w)
end
else
inventory = {}
end
grimoire = {library.recipes.distilled_water, library.recipes.potion}

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# story states:
story state: 1
lenore requesting water: 1
lenore requesting potion for patient: 2
patient requesting bomb for farm: 3
witch turns us down: 4
librarian gives explosives book: 5
farmer prods to talk to witch again: 6
witch turns aroundd: 7
librarian gives gem book: 8
witch unsatisfied: 9
witch satisfied: 10
fireworks festival: 11
# larger ssscale:
fireworks festival, father's recipes are gone? someone's recipes are gone? evereyone is preemptively sad that it won't happen
gotta learn firewworks to make firewsorks for the festival
charcoal seller is grumpy and doesn't believe it's ever going to happen
# in depth:
there are five people to talk to - lenore (hospital), hans (charcoal seller), stef (librarian), brigitte (farmer), agnes (witch)
intro: hi! i'm phoebe! welcome to pilton! i would tell you about our fireworks festival, which was the pride of our town, but since my grandfather passed away after not being able to run it for a few years, it looks like it won't be happening anymore. everyone's broken up about it. it was really the pride of the town. i wish i could help but i barely know any alchemy - grandfather just kept all his knowledge in his head, and now i'm left without anything more than purifying water and picking herbs!
(send letter to phoebe about needing pure water)
(send letter to phoebe about charcoal)
1.
hospital:
if not has water:
lenore: hey phoebe. did you get my letter?
if has water:
lenore: thanks for the water. can you makee a potion for my patient neextdoor?
(takes water)
(gives reagent)
(gives recipe)
(goes to 2)
charcoal seller:
if not talk_charcoal_1
hans: hey phoebe. if your family's not putting on the festival this year, you won't need the whole bulk order of charcoal, right? you can take as much as you want.
(set talk_charcoal_1 true)
(gives charcoal)
if talk_charcoal_1
hans: hey phoebe. charcoal's out back.
(gives charcoal)
farmer:
door: you hear groaning from inside.
librarian:
stef: hey phoebe. looking for any book in particular?
phoebe: just browsing today!
witch:
door: there is no answer to your knocking.
2.
hospital:
lenore: you get that potion to my brigitte yet? she's got a red roof to the east of here.
charcoal seller: as above
farmer:
if not has potion:
door: you hear grooaning from inside.
if has potion:
brigitte: oof oww my back. thanks for healing it. do you know how to make bombs?
phoebe: i'm sorry but no, my grandfather hadn't taught me when he passed, because they're dangerous.
brigitte: i used to get them from the witch but she won't make them for me anymore. maybe you could ask her?
(goes to 3)
librarian:
stef: hey phoebe. looking for any book in particular?
phoebe: just browsing today!
witch:
door: there is no answer to your knocking.
3.
hospital:
lenore: thanks for helping out my patient.
charcoal sseller: as above
farmer:
brigitte: did she give you the recipe?
phoebe: not yet!
witch tower:
agnes: this town is dead. i can make no more explosions becauses there is no more gifted alchemist in this town. phoebe dear, you're lovely but yoou're noot your grandfather. this town is a husk of what it once was. i am done teaching. if you want to learn alchemy, there's a library in the middle of town. i have no time for this.
(goes to 4)
4.
hospital:
lenore: wow, that witch is rude.
charcoal seller:
as abovoe
farmer:
brigitte:
librarian: you say you're looking for a book about explosives? well, i don't have much but i found this in the reference area. maybe you can get something from it?
phoebe: this is a chemistry manual but... black powder... yes, i think i could do this and... yes, i think i can use this to make gunpowder! maybe i can improvise this!
(set flag got_chemistry_book)
farmer:
if not has gunpowder:
farmer: any idea what to do about that boulder?
if has gunpowder:
(take gunpowder)
farmer: hmm, yeah, i think if i poured this into the crack in the rock this would take it apart. did you convince the witch?
phoebe: no, that old hag basically told me to fuck off! so rude!
farmer: huh. i wonder what's up her bonnet.
phoebe: she kept talking about how there's no great alchemy left in this town.
farmer: maybe she needs someone to impress her.
(goes to 5)
5.
hospital:
lenore: hey phoebe. any aches today?
phoebe: i'm in tip top shape!
charcoal seller:
as above
witch:
agnes: this town is dead. our greatest alchemists are lost. you are a baby. yoour grandfather never taught you his ways. your parents forsook the craft. there is nothing for it.
phoebe: there's you! you could teach us!
agnes: maybe if you showed any promise i would teach you. you have forgotten the ways of old.
phoebe: grrrrr, you old hag! give me a test and i'll best it!!
agnes: construct a starshine gem which carries red energy and shininess. then i might consider you to have potential.
(goes to 6)
6.
hospital:
lenore: hey phoebe. any aches today?
phoebe: i'm in tip top shape!
charcoal seller:
as above
librarian: yeah i think i do have some bookss about gems... let me check.
librarian: here, does this help?
phoebe: yes, this is perfect! hmm... hmmm... hmm... okay i think i need some raw crystal, polishing powder, and reagent. and it's got a recipe for the polishing powder! i should be able to gather sand at the beach... at the location...
librarian: good luck!
(set flag got_crystal_book)
(take crystal)
witch: hm. this is... passable. it's passable enough that I will give you the recipe. my bones are too tired to keep up this fight.
phoebe: i'll show you up! i'll make the best fireworks festival!
witch: hm. it'll suck.
(door close)
(give recipe)
phoebe: okay. i can make this happen. charcoal seller was the one who set up the show, and i need to talk to lenore about safety!
(goes to 7)
7.
A:
charcoal seller: look, if you get me the fireworks, i can set up a show, but it'll need some space. maybe the farmer's field?
farmer: suure! harvest is over so i'm not doing much with the field, and i'd love to repay you for getting rid of that boulder.
charcoal seller: i'm all ready to go. when all the preparations are done, i'll meet you at the library.
(goes to 8 if A and B)
B:
lenore: whoa, you can't just set off fireworks willy-nilly. get me 3 clean bandages and a distilled water. you can't do something as dangerous as fireworks without being prepared for injuries.
phoebe: you got it!!
lenore: thanks. this looks good. i'll meet you at the library when you're ready.
(goes to 8 if A and B)
8.
librarian: i heard there's going to be a fireworks festival after all!
farmer: i thought it was done for since the old alchemist passed away, rest his soul.
charcoal seller: well it looks like phoebe took up the reins!
phoebe: aw shucks!
lenore: thanks for making this happen, phoebs.
farmer: thanks, phoebe!
charcoal seller: thanks, phoebe.
phoebe: thank you all for helping out so much. i couldn't have done it without you.
phoebe: and thank you for playing my game!
(goes to 9)
9.
atelier door: thank you for completing atelier phoebe! this was a labor of love and bafflement. why did i make an atelier fangame in pico-8? i couldn't tell you. but i hope you enjoyed it! you can find me online as shoofle in most places, most frequently @shoofle@beach.city. gimme a shout and tell me if you got to the end of this game! i hope you enjoyed it!
# sound effects to add
1. sounds for every gatherable

426
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grid_size = 8
grid_width = 6
grid_height = 6
grid_x = 14
grid_y = 34
c = {
ing_slot=1, -- the slot in the recipe currently being modified, whether sselecting trait or ingredient
ing_idx=1, -- the index into filtered ingredients of the current ingredient selection
trait_slot=0, -- the trait sslot of the recipe we're modifying.
x=0, y=0 -- x y coordinates in the puzzle grid for the current trait
}
center_glyph = 132
ingredients = {}
-- traits which have been placed
traits = {}
choosing_ingredient = true
placing_trait = false
finalizing = false
big_button = false
final_trait_options = {}
final_selected_traits = {}
function crafting_before()
center_glyph = rnd({132, 134, 164, 166})
c.x = 0
c.y = 0
c.ing_slot = 1
c.ing_idx = 1
c.trait_slot = 0
ingredients = {}
traits = {}
final_trait_options = {}
choosing_ingredient = true
placing_trait = false
finalizing = false
big_button = false
end
function crafting_update()
if choosing_ingredient then
crafting_choice_update()
elseif placing_trait then
crafting_place_update()
elseif finalizing then
crafting_finalize_update()
end
end
function crafting_choice_update()
requirement = current_recipe.ingredients[c.ing_slot]
filtered_ingredients = filter_list(
inventory,
function(ing) return requirement == ing.title or contains(ing.tags, requirement) end
)
current_ingredient = filtered_ingredients[c.ing_idx]
if btnp(0) and c.ing_idx>1 then
sfx(3)
c.ing_idx -= 1
end
if btnp(1) and c.ing_idx<#filtered_ingredients then
sfx(3)
c.ing_idx += 1
end
if btnp(4) and current_ingredient ~= nil then
-- lock in this ingredient and move on to moving traits arund
add(ingredients, current_ingredient)
if #current_ingredient.traits ~= 0 then
-- if there are traits on tihs ingredient, move on to setting traits.
choosing_ingredient = false
placing_trait = true
finalizing = false
c.trait_slot = 1
c.ing_idx = 1
elseif #ingredients < #current_recipe.ingredients then
-- if there are remaining ingredients to set, then we move to the next ingredient slot.
choosing_ingredient = true
placing_trait = false
finalizing = false
c.trait_slot = 0
c.ing_idx = 1
c.ing_slot += 1
else
-- if there are no more ingredients to set, then we finalize.
sfx(2)
c.x, c.y = 0, 0
final_trait_options = filter_list(traits, function(x) return x.active end)
choosing_ingredient = false
placing_trait = false
finalizing = true
c.trait_slot = 0
c.ing_idx = 1
c.ing_slot = 1
end
end
if (btnp(5)) then
-- delete the last ingredient from the ingredients list
if #ingredients == 0 then
change_screen(screen_recipe_list)
else
traits = filter_list(
traits,
function(set_trait) return set_trait.from_ingredient_slot ~= #ingredients end
)
deli(ingredients)
c.trait_slot = 0
if choosing_ingredient and c.ing_slot > 1 then c.ing_slot -= 1 end
choosing_ingredient = true
placing_trait = false
end
end
end
function crafting_place_update()
current_ingredient = ingredients[c.ing_slot]
current_trait = library.traits[current_ingredient.traits[c.trait_slot]]
width = current_trait[4]
height = current_trait[5]
if btnp(0) and c.x>0 then c.x -= 1 end
if btnp(1) and c.x+width < grid_width then c.x += 1 end
if btnp(2) and c.y>0 then c.y -= 1 end
if btnp(3) and c.y+height < grid_height then c.y += 1 end
if btnp(4) then
new_trait = {trait=current_trait, x=c.x, y=c.y, active=true, from_ingredient_slot=c.ing_slot}
for idx, trait in ipairs(traits) do
if overlaps(trait, new_trait) then
traits[idx].active = false
end
end
add(traits, new_trait)
if c.trait_slot < #current_ingredient.traits then
-- if there's more traits to set, then we should keep setting traits.
choosing_ingredient = false
placing_trait = true
finalizing = false
c.trait_slot += 1
elseif c.ing_slot < #current_recipe.ingredients then
-- if there's more ingredients to set, then we move on to setting ingredients.
choosing_ingredient = true
placing_trait = false
finalizing = false
c.trait_slot = 0
c.ing_slot += 1
else
-- if there's no more ingredients to set, then we move on to finalizing.
sfx(2)
c.x, c.y = 0, 0
final_trait_options = filter_list(traits, function(x) return x.active end)
choosing_ingredient = false
placing_trait = false
finalizing = true
c.trait_slot = 0
c.ing_slot = 1
end
end
if (btnp(5)) then
undo_ingredient()
end
end
function crafting_finalize_update()
if #final_trait_options < 3 then big_button = true end
if not big_button then
newx, newy = c.x, c.y
if btnp(0) then newx -= 1 end
if btnp(1) then newx += 1 end
if btnp(2) then newy -= 1 end
if btnp(3) then newy += 1 end
if (final_trait_options[2*newy + newx + 1] ~= nil) and newx <= 1 and newx >= 0 then
c.x, c.y = newx, newy
elseif btnp(3) and not (btnp(0) or btnp(1) or btnp(2)) then
big_button = true
end
local i = 2*c.y + c.x + 1
if btnp(4) and not big_button and #final_selected_traits < 2 then
if not contains(final_selected_traits, i) then
add(final_selected_traits, i)
end
end
--todo: go back (btnp5)
else
if btnp(2) and #final_trait_options > 2 then big_button = false end
if btnp(4) then
make_the_product()
big_button = false
end
if btnp(5) and #final_trait_options < 3 then
-- go back a step
undo_ingredient()
finalizing = false
elseif btnp(5) then
big_button = false
end
end
end
function make_the_product()
local product = make_item(library.item_blueprints[current_recipe.result])
product.quality = quality()
add(inventory, product)
for x in all(ingredients) do
del(inventory, x)
end
product.traits = {}
if #final_trait_options < 3 then
for t in all(final_trait_options) do
add(product.traits, t.trait[1])
end
else
for i in all(final_selected_traits) do
add(product.traits, final_trait_options[i].trait[1])
end
end
sfx(5)
change_screen(screen_recipe_list)
end
function undo_ingredient()
if #ingredients == 0 then
change_screen(screen_recipe_list)
else
traits = filter_list(
traits,
function(set_trait) return set_trait.from_ingredient_slot ~= #ingredients end
)
deli(ingredients)
c.trait_slot = 0
if choosing_ingredient and c.ing_slot > 1 then c.ing_slot -= 1 end
choosing_ingredient = true
placing_trait = false
end
end
function crafting_draw()
cls()
draw_background()
draw_paper(30,8,140,140)
draw_recipe_on_paper(current_recipe, 30, 8)
draw_recipe_in_progress_on_paper(30, 8)
-- puzzle grid including pieces
draw_grid()
if finalizing then
if #final_trait_options > 2 then
draw_paper(24, 10, 128-24-24, 128-10-10)
color(highlight_text_color)
print("pick two traits\nto keep!",32, 20)
for i, trait in ipairs(final_trait_options) do
xi, yi = (i-1)%2, (i+i%2-2)/2
x, y = 64-32+xi*32, 34+yi*8
if contains(final_selected_traits, i) then
rect(x-2, y-2, x+30, y+6, 10)
end
if not big_button and xi == c.x and yi == c.y then
rect(x-2, y-2, x+30, y+6, 0)
end
if contains(final_selected_traits, i) then
color(highlight_text_color)
else
color(base_text_color)
end
print(trait.trait[1], x, y )
end
--draw_paper(40, 76, 128-40-40, 12)
color(highlight_text_color)
if big_button then
pal(9,0)
else
palt(12, true)
end
spr(128, 64-16, 72, 4,4)
spr(center_glyph, 64-8, 80, 2, 2)
pal()
palt()
if big_button then
color(12)
else
color(highlight_text_color)
end
print("create!", 64-12, 108)
else
draw_paper(30, 30, 128-30-30, 128-30-30)
pal(9,0)
spr(128, 64-16, 60-16, 4,4)
spr(center_glyph, 64-8, 60-8, 2, 2)
pal()
palt()
if big_button then
color(12)
else
color(highlight_text_color)
end
print("create!", 64-12, 80)
end
end
end
function draw_grid()
map(0,0, grid_x,grid_y, grid_width+1,grid_height+1)
for trait in all(traits) do
if trait.active then
map(trait.trait[2], trait.trait[3],
(trait.x*grid_size)+grid_x, (trait.y*grid_size)+grid_y,
trait.trait[4], trait.trait[5])
end
end
if (placing_trait) then
trait = library.traits[ingredients[c.ing_slot].traits[c.trait_slot]]
-- draw the currently selected trait into the grid
map(trait[2], trait[3],
(c.x*grid_size)+grid_x, (c.y*grid_size)+grid_y,
trait[4], trait[5])
end
end
function draw_recipe_in_progress_on_paper(x, y)
-- selected ingredients
for i, ing in ipairs(ingredients) do
draw_ingredient_listing(ing, x+40, y + 26*i)
end
color(blank_ingredient_outline_color)
for i=(c.ing_slot+1),#current_recipe.ingredients do
print(current_recipe.ingredients[i], x+46, y+2+26*i+9)
end
-- quality listing
color(base_text_color)
print("quality", x+2, y+12)
print_quality(quality(), x+44, y+18)
if (choosing_ingredient and c.ing_slot < #current_recipe.ingredients + 1) then
-- draw a box around the ingredient we're choosing
yc = y + 26*c.ing_slot
xc = x+40
rect(xc, yc, xc+55, yc+26,10)
spr(6, xc-8, yc+10)
spr(7, xc+56, yc+10)
if current_ingredient == nil then
color(blank_ingredient_outline_color)
print(current_recipe.ingredients[c.ing_slot], x+46, y+2+26*c.ing_slot+9)
else
-- draw the ingredient listing for the selected ingredient
draw_ingredient_listing(current_ingredient, xc, yc)
end
elseif (placing_trait) then
-- draw a marker for the trait we're picking
yc = y + 26*c.ing_slot
yc = 3+yc+c.trait_slot*6
xc = x+38
spr(8, xc, yc)
end
for i, t in ipairs(filter_list(traits, function(trait) return trait.active end)) do
color(base_text_color)
print(t.trait[1], x+5, y+78 + 8*i)
end
end
function quality()
local quality_sum = 0
for ing in all(ingredients) do
quality_sum += ing.quality
end
if #ingredients > 1 then
quality_sum = flr(quality_sum/#ingredients)
else
quality_sum = flr(quality_sum)
end
for trait in all(traits) do
if trait.active then quality_sum += 5 end
end
return quality_sum
end
screen_crafting_raw = {before=crafting_before, draw=crafting_draw, update=crafting_update}
screen_crafting = screen_crafting_raw
if not testing then
screen_crafting = screen_conversation({
{phoebe_portrait, [[when i craft, i pick ingredients one by one with left and right]]},
{phoebe_portrait, [[and press 🅾️ to lock them in before picking what traits to use]]},
{phoebe_portrait, [[trying to fit them into the grid, which increases the quality. ]]},
{phoebe_portrait, [[two traits from those still in the grid at the end are added to the product!]]},
{phoebe_portrait, [[but if you overlap a trait, it will be removed.]]},
{phoebe_portrait, [[i've even heard of some traits that combine to form others!]]}
},
function()
screen_crafting = screen_crafting_raw
change_screen(screen_crafting)
end,
screen_crafting_raw)
end

120
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inventory_drawer_height=0
inventory_drawer_height_max=106
inventory_cursor = {
x=0, y=0,
}
function inventory_slide(x1, x2)
return {
timer = 0,
active=true,
before=function(s)
inventory_drawer_height = x1
end,
update=function(s)
inventory_drawer_height = x1 + (s.timer/0.2)*(x2-x1)
if s.timer > 0.2 then
inventory_drawer_height = x2
s.active=false
end
end,
draw=function(s)
draw_drawer()
draw_item_sheet()
end,
}
end
function inventory_before()
end
function inventory_update()
cx, cy = inventory_cursor.x, inventory_cursor.y
if btnp(0) then cx -= 1 end
if btnp(1) then cx += 1 end
if btnp(2) then cy -= 1 end
if btnp(3) then cy += 1 end
if cy >= 0 and cy < flr(#inventory/5) then
if cx >= 0 and cx < 5 then
inventory_cursor.x = cx
inventory_cursor.y = cy
end
elseif cy == flr(#inventory / 5) then
if cx >= 0 and cx < #inventory % 5 then
inventory_cursor.x = cx
inventory_cursor.y = cy
end
end
if btnp(5) then
animate(inventory_slide(inventory_drawer_height_max,0))
change_screen(screen_workbench)
end
end
function inventory_draw()
bench_draw()
draw_drawer()
draw_item_sheet()
end
function draw_drawer()
rectfill(14, 0, 114, inventory_drawer_height, 4)
for y=0,(inventory_drawer_height_max / 8) do
yval = y*8 + inventory_drawer_height - inventory_drawer_height_max
line(10, yval, 110, yval, 5)
for x=1,(4 - (y%2)) do
xval = x*32 + (y%2)*16
line(xval, yval, xval, yval+8, 5)
end
spr(20, 10, yval)
spr(20, 110, yval)
end
rectfill(6, inventory_drawer_height, 120, inventory_drawer_height+7, 4)
line(6, inventory_drawer_height, 120, inventory_drawer_height, 9)
line(6, inventory_drawer_height+7, 120, inventory_drawer_height+7, 9)
spr(21, 2, inventory_drawer_height)
spr(21, 118, inventory_drawer_height, 1, 1, true, false)
spr(22, 60, inventory_drawer_height+8)
draw_drawer_contents()
end
function draw_drawer_contents()
for i, val in ipairs(inventory) do
x, y = 20+20*((i-1)%5), 10+20*flr((i-1)/5) + inventory_drawer_height - inventory_drawer_height_max
if inventory_cursor.x + 5*inventory_cursor.y == i-1 then
rect(x-2,y-2,x+9,y+9, 10)
end
sprite = val.sprite
if sprite == nil then sprite = 36 end
if val.sprite_recolor ~= nil then
pal(val.sprite_recolor)
end
spr(sprite, x, y)
pal()
end
end
function draw_item_sheet()
if #inventory ~= 0 then
draw_paper(35,94, 128-2*35,28)
draw_ingredient_listing(inventory[1 + 5*inventory_cursor.y + inventory_cursor.x], 35, 94)
end
end
screen_inventory_raw = {before=inventory_before, draw=inventory_draw, update=inventory_update}
screen_inventory = screen_inventory_raw
if not testing then
screen_inventory = screen_conversation({
{phoebe_portrait, [[oh right, this is the drawer where i keep my stuff!]]},},
function()
screen_inventory = screen_inventory_raw
change_screen(screen_inventory)
end,
screen_inventory_raw)
end

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letters = {
{[[
phoebe,
i know you looked
forward to the
fireworks festival
every year but our
travels are going
to keep us away again
this year. i'm so
sorry.
mom & dad]]},
{[[
phoebe,
i need purified water.
bring it to the hospital.
i'll give you reagent
in return.
-- lenore
]],}
}
letter_idx = 2
letters_offset_x = -10
letters_offset_y = 8
function letters_move_to(x1, y1, x2, y2)
return {
timer = 0,
active=true,
before=function(s)
letters_offset_x = x1
letters_offset_y = y1
sfx(2)
end,
update=function(s)
letters_offset_x = x1 + (s.timer/0.2)*(x2-x1)
letters_offset_y = y1 + (s.timer/0.2)*(y2-y1)
if s.timer > 0.2 then
letters_offset_x = x2
letters_offset_y = y2
s.active=false
end
end,
draw=function(s)
end,
}
end
function letters_move_out(x1, y1, x2, y2)
new = letters_move_to(x1, y1, x2, y2)
new.draw = function(s)
draw_paper(letters_offset_x, letters_offset_y, 128, 128)
draw_letter_on_paper(letters[letter_idx], letters_offset_x+14, letters_offset_y+4)
end
return new
end
function flip_away_letter(page)
return {
prev_page_idx = page,
timer = 0,
t2 = 0,
active=true,
before=function(s)
sfx(2)
end,
update=function(s)
if s.timer > 0.2 then s.active=false end
s.t2 = s.timer
end,
draw=function(s)
local page_flip = 600*s.t2
local x = letters_offset_x + page_flip
local y = letters_offset_y + 0.1*page_flip
draw_paper(x, y, 128, 128)
draw_letter_on_paper(letters[s.prev_page_idx], x+14, y+4)
end,
}
end
function flip_in_letter(page, new_page)
o = flip_away_letter(new_page)
f = o.draw
o.other_page_idx = page
o.draw = function(s)
s.t2 = 0.2-s.timer
draw_paper(letters_offset_x, letters_offset_y, 128, 128)
draw_letter_on_paper(letters[s.other_page_idx], letters_offset_x+14, letters_offset_y+4)
f(s)
end
return o
end
function letters_update()
if btnp(0) and letter_idx > 1 then
animate(flip_away_letter(letter_idx))
letter_idx -= 1
end
if btnp(1) and letter_idx < #letters then
animate(flip_in_letter(letter_idx, letter_idx+1))
letter_idx = letter_idx + 1
end
if btnp(5) then
animate(letters_move_out(-10, 8, -10-80, 8+8))
change_screen(screen_workbench)
end
end
function letters_draw()
cls()
draw_background()
draw_paper(letters_offset_x, letters_offset_y, 128, 128)
draw_letter_on_paper(letters[letter_idx], letters_offset_x+14, letters_offset_y+4)
end
function draw_letter_on_paper(letter, x, y)
color(base_text_color)
print(letter[1], x, y)
end
screen_letters = {draw=letters_draw, update=letters_update}
screen_letters = screen_conversation({{phoebe_portrait, [[oh jeez my pile of letters!]]}},
function()
screen_letters = {draw=letters_draw, update=letters_update}
change_screen(screen_letters)
end,
screen_letters)

150
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timer = 0
pages = grimoire
page_idx = 1
prev_page_idx = 1
animations={}
current_recipe = pages[page_idx]
recipe_list_offset_x=30
recipe_list_offset_y=8
function recipe_list_move_to(x1, y1, x2, y2)
return {
timer = 0,
active=true,
before=function(s)
recipe_list_offset_x = x1
recipe_list_offset_y = y1
sfx(2)
end,
update=function(s)
recipe_list_offset_x = x1 + (s.timer/0.2)*(x2-x1)
recipe_list_offset_y = y1 + (s.timer/0.2)*(y2-y1)
if s.timer > 0.2 then
recipe_list_offset_x = x2
recipe_list_offset_y = y2
s.active=false
end
end,
draw=function(s)
end,
}
end
function recipe_list_move_out(x1, y1, x2, y2)
new = recipe_list_move_to(x1, y1, x2, y2)
new.draw = function(s)
draw_paper(recipe_list_offset_x, recipe_list_offset_y, 140, 140)
draw_recipe_on_paper(current_recipe, recipe_list_offset_x, recipe_list_offset_y)
decorate_recipe_unfinished(current_recipe, recipe_list_offset_x, recipe_list_offset_y)
end
return new
end
function flip_away(page)
return {
prev_page_idx = page,
timer = 0,
active=true,
before=function(s)
sfx(2)
end,
update=function(s)
if s.timer > 0.2 then s.active=false end
end,
draw=function(s)
local page_flip = 600*s.timer
local x = 30 + page_flip
local y = 8 + 0.1*page_flip
draw_paper(x,y, 140, 140)
draw_recipe_on_paper(pages[s.prev_page_idx], x,y)
decorate_recipe_unfinished(pages[s.prev_page_idx], x, y)
end,
}
end
function flip_in(page, new_page)
return {
prev_page_idx = page,
new_page_idx = new_page,
timer = 0,
active=true,
before=function(s)
sfx(2)
end,
update=function(s)
if s.timer >= 0.2 then s.active=false end
end,
draw=function(s)
draw_paper(30, 8, 140, 140)
draw_recipe_on_paper(pages[s.prev_page_idx], 30, 8)
decorate_recipe_unfinished(pages[s.prev_page_idx], 30, 8)
local page_flip = 600*(0.2-s.timer)
local x = 30 + page_flip
local y = 8 + 0.1*page_flip
draw_paper(x,y, 140, 140)
draw_recipe_on_paper(pages[s.new_page_idx], x,y)
decorate_recipe_unfinished(pages[s.new_page_idx], x, y)
end
}
end
function pages_update()
if btnp(0) and page_idx ~= 1 then
animate(flip_away(page_idx))
page_idx = page_idx - 1
end
if btnp(1) and page_idx ~= #pages then
animate(flip_in(page_idx, page_idx+1))
page_idx = page_idx + 1
end
if btnp(4) then
change_screen(screen_crafting)
current_recipe = pages[page_idx]
end
if btnp(5) then
animate(recipe_list_move_out(30, 8, 30+80, 8+8))
change_screen(screen_workbench)
end
current_recipe = pages[page_idx]
end
function pages_draw()
cls()
draw_background()
draw_paper(recipe_list_offset_x, recipe_list_offset_y, 140, 140)
draw_recipe_on_paper(current_recipe, recipe_list_offset_x, recipe_list_offset_y)
decorate_recipe_unfinished(current_recipe, recipe_list_offset_x, recipe_list_offset_y)
end
recipe_tutorial = {
{phoebe_portrait, [[this is all my recipes. they each list what they need for ingredients.]]},
{phoebe_portrait, [[go through them with left and right, or]]},
{phoebe_portrait, [[press ❎ to back out to the workbench. 🅾️ will start crafting!!]]},
}
screen_recipe_list = {draw=pages_draw, update=pages_update}
if not testing then
screen_recipe_list = screen_conversation(recipe_tutorial,
function()
screen_recipe_list = {draw=pages_draw, update=pages_update}
change_screen(screen_recipe_list)
end,
screen_recipe_list)
end

34
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function title_update()
if btnp(4) then
change_screen(screen_conversation({
{phoebe_portrait, "hi! i'm phoebe! welcome to pilton!"},
{phoebe_portrait, "this is a small town known for our fireworks festival."},
{phoebe_portrait, "or we would be. my grandfather, the town's best alchemist, died suddenly and"},
{phoebe_portrait, "hadn't taught me about fireworks. my mother is an adventurer instead"},
{phoebe_portrait, "of learning alchemy, so now there's no one to carry on the tradition."},
{phoebe_portrait, "the town's pretty broken up about it but i'm doing my best to carry on."},
{phoebe_portrait, "but i just know the basics of picking herbs and purifying water."},
},
function() change_screen(screen_workbench) end,
{update=walkaround_update, draw=walkaround_draw}))
end
end
r1, r2 = 0,0
function title_draw()
cls()
local big = "\^t\^w"
local t = "atelier phoebe"
local co = 0
local x = 10
for i=1,#t do
local c = sub(t, i, i)
col = 9
if (time()*2 + x/128) % 8 < 0.25 then
col = 10
end
x = print(big .. c, x, 30 + sin(x/128+time()/4)*2, col)
end
end
screen_title = {update=title_update, draw=title_draw}

225
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player_sprite_number = 48
player_x, player_y = 24,16
step_timer, stride_length = 0, 4
locations = {}
function crystals(story_state)
add(inventory, make_item(library.item_blueprints.crystal))
change_screen(screen_conversation({{phoebe_portrait, "my family makes things out of these crystals! i'll take one."}}))
end
locations["5,0"]=crystals
locations["6,0"]=crystals
function barrel(story_state)
sfx(1)
change_screen(screen_conversation({{phoebe_portrait, "it's a barrel!"}}))
end
locations["2,1"]=barrel
locations["10,10"]=barrel
locations["3,1"]=function() -- the atelier!
sfx(4)
change_screen(screen_workbench)
end
locations["12,1"]=function() --at the well. give us ssome water
add(inventory, make_item(library.item_blueprints.well_water))
change_screen(screen_conversation({{phoebe_portrait, "slurp!"}}))
toast("received water!")
sfx(0)
end
locations["3,10"] = script_charcoal_seller
locations["11,5"] = script_neighbor
locations["9,5"] = script_lenore
locations["9,8"] = script_library
locations["11,13"] = script_witch
function herbs(story_state)
add(inventory, make_item(library.item_blueprints.herb))
change_screen(screen_conversation({
{phoebe_portrait, "ooh, healing herbs! i'll take some. not more than 1/3 the patch though!"}
}))
toast("received herbs!")
end
locations["14,12"] = herbs
locations["14,13"] = herbs
locations["13,13"] = herbs
locations["13,14"] = herbs
function beach(story_state)
add(inventory, make_item(library.item_blueprints.sand))
change_screen(screen_conversation({
{phoebe_portrait, "how many grains of sand does it take before it becomes a pile?"}
}))
toast("received sand!")
end
locations["3,15"] = beach
locations["4,15"] = beach
locations["5,15"] = beach
locations["6,15"] = beach
locations["7,15"] = beach
function interact(x, y)
if testing then
toast(x .. "," .. y)
end
result = locations[flr(x) .. "," .. flr(y)]
if result ~= nil then result(story) end
end
function flags_from_xy(x, y)
return fget(mget(x/8, 16+y/8))
end
function walkaround_update()
moved=false
dx, dy = 0, 0
if btn(0) then dx = -1 end
if btn(1) then dx = 1 end
if btn(2) then dy = -1 end
if btn(3) then dy = 1 end
if dx == -1 then flip_x, up, down = true, false, false end
if dx == 1 then flip_x, up, down = false, false, false end
if dy == -1 then up, down = true, false end
if dy == 1 then up, down = false, true end
if dx ~= 0 or dy ~= 0 then moved = true end
if testing then dx, dy = 2*dx, 2*dy end
if flags_from_xy(player_x + dx, player_y + dy) & 0x80 == 0 then player_x, player_y = player_x + dx, player_y + dy end
if testing then dx, dy = dx/2, dy/2 end
if moved then
test_x, test_y = player_x + 8*dx, player_y + 8*dy
elseif up then
test_x, test_y = player_x, player_y - 8
elseif down then
test_x, test_y = player_x, player_y + 8
elseif flip_x then
test_x, test_y = player_x - 8, player_y
else
test_x, test_y = player_x + 8, player_y
end
if btnp(4) then interact(test_x/8, test_y/8) end
end
function walkaround_draw()
cls()
rectfill(8,8,120,120,3)
map(0,16,0,0,16,16) -- draw the town map
update_player_sprite()
spr(player_sprite_number, player_x-4, player_y-8, 1,1, flip_x)
map(0,16,0,0,16,16, 0x40) -- redraw the tiles which are supposed to appear over the player! (flag 6)
end
function update_player_sprite()
if up then player_sprite_number = 52 + (player_sprite_number % 2)
elseif down then player_sprite_number = 50 + (player_sprite_number % 2)
else player_sprite_number = 48 + (player_sprite_number % 2) end
if moved then
step_timer += 1
if step_timer > stride_length then
step_timer = 0
if player_sprite_number % 2 == 0 then player_sprite_number += 1
elseif player_sprite_number % 2 ~= 0 then player_sprite_number -= 1 end
end
end
end
screen_walkaround = {update=walkaround_update, draw=walkaround_draw}
if not testing then
screen_walkaround = screen_conversation({
{phoebe_portrait, [[oh, and this is the town! all sorts of things to do here.]]},
{phoebe_portrait, [[like i could go get water from the well to the east,]]},
{phoebe_portrait, [[or go pick up some charcoal from the red house to the southwest!]]},
{phoebe_portrait, [[just face a building and press ❎!]]}
},
function()
screen_walkaround = {draw=walkaround_draw, update=walkaround_update}
change_screen(screen_walkaround)
end,
screen_walkaround)
end
fireworks = {}
stars = {}
drag = 0.1
fireworks_frequency = 8
function fireworks_update()
walkaround_update()
new_fireworks = {}
new_stars = {}
if rnd(100) < fireworks_frequency then add(new_fireworks, new_firework()) end
for f in all(fireworks) do
velocity = sqrt(f.vx*f.vx + f.vy*f.vy)
f.x = f.x + f.vx
f.y = f.y + f.vy
f.vx = f.vx*(1-drag*velocity)
f.vy = f.vy*(1-drag*velocity)
if velocity < 0.2 then
for i=1,10 do
add(new_stars,new_star(f))
end
else
add(new_fireworks, f)
end
end
for s in all(stars) do
velocity = sqrt(s.vx*s.vx + s.vy*s.vy)
s.x = s.x + s.vx
s.y = s.y + s.vy
s.vx = s.vx*(1-drag*velocity)
s.vy = s.vy*(1-drag*velocity)
if velocity > 0.2 then
add(new_stars, s)
end
end
fireworks = new_fireworks
stars = new_stars
end
function new_firework()
return {
alive=true,
x=rnd(128),
y=rnd(112)+16,
vx=rnd(0.4)-0.2,
vy=-5+rnd(1),
c=rnd({10, 8, 7})
}
end
function new_star(t)
z = rnd(2)
return {
alive=true,
x=t.x,
y=t.y,
vx = sin(z)*2,
vy = cos(z)*2,
c=t.c
}
end
function fireworks_draw()
walkaround_draw()
for f in all(fireworks) do
circfill(f.x, f.y, 1, f.c)
end
for s in all(stars) do
circfill(s.x, s.y, 1, s.c)
end
end

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page_flip = 0
timer = 0
function bench_update()
if btnp(0) then
animate(letters_move_to(-10-80, 8+8, -10, 8))
change_screen(screen_letters)
end
if btnp(1) then
animate(recipe_list_move_to(30+80, 8+8, 30, 8))
change_screen(screen_recipe_list)
end
if btnp(2) then
animate(inventory_slide(0, inventory_drawer_height_max))
change_screen(screen_inventory)
end
if btnp(5) then
sfx(4)
change_screen(screen_walkaround)
end
end
function bench_draw()
cls()
draw_background()
current_recipe = pages[page_idx]
outwards_x = 80
outwards_y = outwards_x/10
draw_paper(30+outwards_x, 8+outwards_y, 128, 128)
draw_recipe_on_paper(current_recipe, 30+outwards_x, 8+outwards_y)
decorate_recipe_unfinished(current_recipe, 30+outwards_x, 8+outwards_y)
draw_paper(-10-outwards_x, 8+outwards_y, 128, 128)
draw_letter_on_paper(letters[letter_idx], 4-outwards_x, 12+outwards_y)
draw_drawer()
end
screen_workbench = {draw=bench_draw, update=bench_update}
if not testing then
screen_workbench = screen_conversation({
{phoebe_portrait, [[this is my workbench.]]},
{phoebe_portrait, [[if you press left or right you can see my letters or recipes.]]},
{phoebe_portrait, [[then press ❎ to get back to the workbench.]]},
},
function()
screen_workbench = {draw=bench_draw, update=bench_update}
change_screen(screen_workbench)
end,
screen_workbench)
end

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function script_charcoal_seller(s) -- the brick house!
if s.main == 1 or s.main == 2 or s.main == 3 or s.main == 4 or s.main == 5 or s.main == 6 then
if not s.hans_talked then
change_screen(screen_conversation({
{seller_portrait, "hey phoebe. if your family's not doing the festival this year"},
{seller_portrait, "you don't need the whole bulk order of charcoal, right?"},
{phoebe_portrait, "yeah."},
{seller_portrait, "well, you can take as much as you need.", function()
add(inventory, make_item(library.item_blueprints.charcoal))
toast("received charcoal!")
end},
}))
s.hans_talked = true
else
change_screen(screen_conversation({
{seller_portrait, "hey phoebe. charcoal's out back.", function()
add(inventory, make_item(library.item_blueprints.charcoal))
toast("received charcoal!")
end},
}))
end
elseif s.main == 7 then
if s.branch_hans == 1 then
change_screen(screen_conversation({
{seller_portrait, "look, if you get me the fireworks, i can set up a show. three boxes should do it."}
}))
s.branch_hans = 2
elseif s.branch_hans == 2 then
fireworks = player_has("fireworks", 3)
if fireworks == nil then
change_screen(screen_conversation({
{seller_portrait, "i need three boxes of fireworks if we're gonna do a show."}
}))
else
change_screen(screen_conversation({
{seller_portrait, "this looks good. fantastic quality."},
{seller_portrait, "i'll set up the show and meet you at the library for viewing!"},
}))
for x in all(fireworks) do del(inventory, x) end
s.branch_hans = 3
if s.branch_hans == 3 and s.branch_lenore == 3 and s.branch_brigitte == 2 then
s.main = 8
end
end
elseif s.branch_hans == 3 then
change_screen(screen_conversation({
{seller_portrait, "i'll meet you at the library for viewing when you're ready."},
}))
end -- end hans branch
elseif story_state.main == 8 then
change_screen(screen_conversation({
{seller_portrait, "i'll meet you at the library for watching the fireworks!"},
}))
elseif story_state.main == 9 then
change_screen(screen_conversation({{door_portrait, "[no one is here.]"}}))
end
end

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function script_lenore(story_state)
if story_state.main == 1 then
water = player_has(library.recipes.distilled_water.title)
if water == nil then
change_screen(screen_conversation({
{phoebe_portrait, [[hi lenore!]]},
{lenore_portrait, [[hey alchemist. did you get my letter?]]},
{phoebe_portrait, [[ah! i haven't gotten around to it but i'll get right on it!]]},
{lenore_portrait, [[thanks, kid.]]}
}))
else
change_screen(screen_conversation({
{phoebe_portrait, [[hey lenore! here's the clean water you requested!]]},
{lenore_portrait, [[thanks, kid. there's one other thing.]]},
{lenore_portrait, [[my usual pharmacist is on vacation.]]},
{lenore_portrait, [[think you could take this recipe and make a potion for a patient?]]},
{lenore_portrait, [[she lives in the house with a red roof just to the east of here.]]},
{lenore_portrait, [[there should be healing herbs southeast of here.]]},
{lenore_portrait, [[oh, and by the way -- here's that reagent i promised you.]]},
{phoebe_portrait, [[do you have a recipe for reagent? i'd love to learn to make it!]]},
{lenore_portrait, [[yeah, sure. you start by doing this...]], function()
del(inventory, water)
add(inventory, make_item(library.item_blueprints.reagent))
add(grimoire, library.recipes.reagent)
toast("received reagent recipe!")
end}
}))
story_state.main = 2
end
elseif story_state.main == 2 then
change_screen(screen_conversation({
{lenore_portrait, [[you get that potion to my patient? red roof to the east.]]}
}))
elseif story_state.main == 3 then
change_screen(screen_conversation({{lenore_portrait, [[thanks for helping out my patient.]]}}))
elseif story_state.main == 4 or story_state.main == 5 or story_state.main == 6 then
change_screen(screen_conversation({
{lenore_portrait, [[hey phoebe. any aches or pains?]]},
{phoebe_portrait, [[i'm in tip-top shape!]]},
}))
elseif story_state.main == 7 then
if story_state.branch_lenore == 1 then
change_screen(screen_conversation({
{lenore_portrait, [[whoa, you can't just set off fireworks willy-nilly. get me 3 clean bandages and a distilled water.]]},
{lenore_portrait, [[you can't do something as dangerous as fireworks without being prepared for the worst.]]},
{phoebe_portrait, [[you got it!!]]},
}))
story_state.branch_lenore = 2
elseif story_state.branch_lenore == 2 then
local bandages = player_has("bandages", 3)
local water = player_has("distilled water")
if bandages == nil or water == nil then
change_screen(screen_conversation({
{lenore_portrait, [[i need 3 clean bandages and a distilled water.]]}
}))
else
change_screen(screen_conversation({
{lenore_portrait, [[thanks. this looks good. i'll meet you at the library for viewing when you're ready.]]}
}))
for x in all(bandages) do del(inventory, x) end
del(inventory, water)
story_state.branch_lenore = 3
if story_state.branch_hans == 3 and story_state.branch_lenore == 3 and story_state.branch_brigitte == 2 then
story_state.main = 8
end
end
elseif story_state.branch_lenore == 3 then
change_screen(screen_conversation({{lenore_portrait, [[i'll meet you at the library for viewing when you're ready.]]}}))
end -- lenore branch finished
elseif story_state.main == 8 then
change_screen(screen_conversation({{lenore_portrait, [[i'll see you at the library for viewing the festival!]]}}))
elseif story_state.main == 9 then
change_screen(screen_conversation({{door_portrait, "[no one is here.]"}}))
end
end

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function script_library(s)
if s.main == 1 or s.main == 2 or s.main == 3 then
change_screen(screen_conversation({
{librarian_portrait, [[hey phoebe. looking for any book in particular today?]]},
{phoebe_portrait, [[just browsing!]]}
}))
elseif s.main == 4 then
if not s.got_gunpowder_book then
change_screen(screen_conversation({
{librarian_portrait, [[explosives, huh. well, this might help you out?]]},
{phoebe_portrait, [[oh, a chemistry manual? hmm... black powder...]]},
{phoebe_portrait, [[and i could... yes, i think i can use this to make gunpowder! maybe more!]]},
{phoebe_portrait, [[thank you so much stef!!!]]}
}))
add(grimoire, library.recipes.gunpowder)
add(grimoire, library.recipes.bomb)
toast("received recipes!")
s.got_gunpowder_book = true
else
change_screen(screen_conversation({
{librarian_portrait, [[did that book help?]]},
{phoebe_portrait, [[you betcha!]]}
}))
end
elseif s.main == 5 then
change_screen(screen_conversation({
{librarian_portrait, [[hey phoebe. looking for any book in particular today?]]},
{phoebe_portrait, [[just browsing!]]}
}))
elseif s.main == 6 then
if not s.got_crystal_book then
change_screen(screen_conversation({
{phoebe_portrait, [[stef! i need books about crystals! how to make them!]]},
{librarian_portrait, [[gems, huh? let me check...]]},
{librarian_portrait, [[here, does this help?]]},
{phoebe_portrait, [[yes, this is perfect! let's see...]]},
{phoebe_portrait, "hmm..."},
{phoebe_portrait, "hmm... \nhmm..."},
{phoebe_portrait, "hmm... \nhmm... \nhmm..."},
{phoebe_portrait, [[okay so i need raw crystal, polishing powder, and reagent.]], function()
add(grimoire, library.recipes.starshine_crystal)
add(grimoire, library.recipes.polishing_powder)
end},
{phoebe_portrait, [[i can get crystal from the cliffs, sand from the beach, it's got a recipe for]]},
{phoebe_portrait, [[polishing powder...]]},
}))
s.got_crystal_book = true
else
change_screen(screen_conversation({
{phoebe_portrait, "thanks for the book, \nstef!"},
{librarian_portrait, [[that's my job!]]},
}))
end
elseif s.main == 7 then
change_screen(screen_conversation({
{librarian_portrait, "fireworks festival,\nhuh? well, the library\nwill be a great\nplace to watch from!"}
}))
elseif s.main == 8 or s.main == 9 then
change_screen(screen_conversation({
{librarian_portrait, [[a fireworks festival after all, huh?]]},
{neighbor_portrait, [[i thought it was done for after the old alchemist passed away, rest his soul.]]},
{seller_portrait, [[well it looks like phoebe took up the reins!]]},
{phoebe_portrait, [[aw shucks!]]},
{lenore_portrait, [[thanks for making this happen, lil alchemist.]]},
{neighbor_portrait, [[thanks, phoebe!]]},
{seller_portrait, [[thanks, phoebe.]]},
{phoebe_portrait, [[thank you all for helping out so much. i couldn't have done it without you.]]},
{phoebe_portrait, [[and thank you, player, for playing my game!~]]}
}, nil, {update=fireworks_update, draw=fireworks_draw}))
screen_walkaround = {update=fireworks_update, draw=fireworks_draw}
screen_workbench = screen_conversation({
{phoebe_portrait, "thank you for completing atelier phoebe!"},
{phoebe_portrait, "this was a labor of love and bafflement."},
{phoebe_portrait, "why did i make an atelier fangame in pico-8? i couldn't tell you."},
{phoebe_portrait, "but i hope you enjoyed it! you can find me online as shoofle"},
{phoebe_portrait, "lately i spend my time @shoofle@beach.city."},
{phoebe_portrait, "gimme a shout if you enjoyed atelier phoebe!"},
},
function()
screen_workbench = {update=workbench_update, draw=workbench_draw}
change_screen(screen_workbench)
end,
screen_workbench)
end
end

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function script_neighbor(s)
if s.main == 1 then
change_screen(screen_conversation({{door_portrait, "[you hear the sound of groaning from inside.]"}}))
end
if s.main == 2 then
potion = player_has("potion")
if potion == nil then
change_screen(screen_conversation({{door_portrait, "[you hear the sound of groaning from inside.]"}}))
else
change_screen(screen_conversation({
{phoebe_portrait, [[hello! i was asked to bring you a potion!]]},
{neighbor_portrait, [[oh my goodness! that's so kind. i injured my back trying to get a rock out]]},
{neighbor_portrait, [[of my farm. this potion will fix me right up.]]},
{neighbor_portrait, [[... hey, you're an alchemist, right?]]},
{phoebe_portrait, [[of course!]]},
{neighbor_portrait, [[i've heard that alchemists can make explosives. a bomb could get rid of]]},
{neighbor_portrait, [[that boulder in my field. do you think you could bring me one?]]},
{phoebe_portrait, [[my grandfather never taught me to make explosives,]]},
{phoebe_portrait, "because they're dangerous."},
{neighbor_portrait, [[damn. maybe the witch knows how to make them? she knows all sorts of things.]]},
{phoebe_portrait, [[i'll have to ask!]]},
{neighbor_portrait, [[she lives in the tower southeast of town, i think!]]},
}))
del(inventory, potion)
s.main = 3
end
elseif s.main == 3 then
change_screen(screen_conversation({
{neighbor_portrait, [[did the witch give you the recipe?]]},
{phoebe_portrait, [[not yet!]]}
}))
elseif s.main == 4 then
local bomb = player_has("bomb")
if bomb == nil then
change_screen(screen_conversation({
{neighbor_portrait, [[did the witch give you the recipe?]]},
{phoebe_portrait, [[no and actually she was really rude about it!]]},
}))
else
change_screen(screen_conversation({
{phoebe_portrait, [[this bomb should break up a rock! be very safe with it.]]},
{neighbor_portrait, [[oh wow, thank you so much! i will be far away when it goes off.]]},
{neighbor_portrait, [[so how did you convince the witch to give you the recipe?]]},
{phoebe_portrait, [[i didn't! she was incredibly rude and basically told me to fuck off!]]},
{neighbor_portrait, [[huh, i wonder what bee's in her bonnet.]]},
{phoebe_portrait, [[she kept talking about how there's no great alchemy left in pilton.]]},
{neighbor_portrait, [[maybe what she needs is someone to impress her.]]}
}))
del(inventory, bomb)
s.main = 5
end
elseif s.main == 5 then
change_screen(screen_conversation({
{neighbor_portrait, [[that witch soften up yet?]]},
{phoebe_portrait, [[grrrr!]]}
}))
elseif s.main == 6 then
change_screen(screen_conversation({
{neighbor_portrait, [[that bomb worked a treat on my boulder problem!]]},
{phoebe_portrait, [[hooray!]]}
}))
elseif s.main == 7 then
if s.branch_brigitte == 1 then
change_screen(screen_conversation({
{neighbor_portrait, [[the fireworks festival? on my farm? you betcha!]]},
{neighbor_portrait, [[since harvest is over it's totally free!]]},
{phoebe_portrait, [[yippee!]]},
}))
s.branch_brigitte = 2
if s.branch_brigitte == 2 and s.branch_lenore == 3 and s.branch_hans == 3 then
s.branch_main = 8
end
elseif s.branch_brigitte == 2 then
change_screen(screen_conversation({
{neighbor_portrait, [[meet up at the library for viewing, right?]]}
}))
end
elseif s.main == 8 then
change_screen(screen_conversation({
{neighbor_portrait, [[meetchya at the library for watching the fireworks!]]}
}))
elseif s.main == 9 then
change_screen(screen_conversation({{door_portrait, "[no one is here.]"}}))
end
end

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function script_witch(s)
if s.main == 1 or s.main == 2 then
change_screen(screen_conversation({{door_portrait, "[there is no answer to your knocking.]"}}))
elseif s.main == 3 then
change_screen(screen_conversation({
{phoebe_portrait, "excuse me! i would like to know how to make explosives!"},
{witch_portrait, [[this town is dead. i can make no explosions. the alchemy of pilton has died.]]},
{witch_portrait, [[try as you might, phoebe, you aren't your grandfather.]]},
{witch_portrait, [[this town is a husk of what it once was. ]]},
{witch_portrait, [[i am done teaching.]]},
{witch_portrait, [[if you want alchemy, go read at the library in the middle of town.]]},
{witch_portrait, [[i have no time for this.]], function()
sfx(4)
end},
{door_portrait, "i have no time for this."},
{phoebe_portrait, "... huh!"},
}))
s.main = 4
elseif s.main == 4 then
change_screen(screen_conversation({{door_portrait, "[there is no answer to your knocking.]"}}))
elseif s.main == 5 then
change_screen(screen_conversation({
{phoebe_portrait, "hey! witch!"},
{door_portrait, "my name is agnes."},
{phoebe_portrait, "i figured out how to make gunpowder. suck on that."},
{witch_portrait, "big whoop. you still know nothing."},
{witch_portrait, "no one in this town knows the art of alchemy."},
{phoebe_portrait, "there's you! you know it!"},
{witch_portrait, "pah. no one of your generation knows the ways."},
{phoebe_portrait, "well maybe if someone would teach us-"},
{witch_portrait, "maybe if you showed any promise i could teach you."},
{witch_portrait, "your generation has forgotten the ways of old."},
{phoebe_portrait, "grrrr, you old hag!"},
{witch_portrait, "hm."},
{witch_portrait, "..."},
{witch_portrait, "bring me a starshine gem. it must carry the red and shiny traits."},
{witch_portrait, "if you can do this, i might consider you to have potential."},
}))
s.main = 6
elseif s.main == 6 then
local crystal = player_has("starshine")
if crystal == nil then
change_screen(screen_conversation({
{door_portrait, "[there is no answer to your knocking.]"}
}))
else
change_screen(screen_conversation({
{witch_portrait, "hm. this is... passable. it's passable enough that I will help you."},
{witch_portrait, "my bones are too tired to keep up this fight."},
{witch_portrait, "i can teach you to make fireworks."},
{phoebe_portrait, "fireworks! the festival?!"},
{witch_portrait, "a festival is more than just a box of fireworks."},
{witch_portrait, "hm. this is a bad idea.", function()
sfx(4)
add(grimoire, library.recipes.fireworks)
toast("received recipe!")
end},
{door_portrait, "hm. this is a bad idea."},
{phoebe_portrait, "wow, she's so awful!"},
{door_portrait, "i can hear you out there."},
{phoebe_portrait, "keep it down, i'm thinking."},
{phoebe_portrait, "a fireworks festival! that would be so incredible!"},
{phoebe_portrait, "but she's right. i'll have to call in favors."},
{phoebe_portrait, "okay. i can make this happen."},
{phoebe_portrait, "hans the charcoal seller used to set up the show."},
{phoebe_portrait, "i have to talk to lenore about safety."},
{phoebe_portrait, "and i should ask brigitte if we can use her farm!"},
}))
s.main = 7
end
elseif s.main == 8 or s.main == 9 then
change_screen(screen_conversation({witch_portrait, "thank you."}))
end
end

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function animate(animation)
add(animations, animation, 1)
animation.before()
end
function contains(haystack, needle)
for h in all(haystack) do
if needle == h then return true end
end
return false
end
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
function filter_list(arr, func)
new = {}
for old_index, v in ipairs(arr) do
if func(v, old_index) then add(new, v) end
end
return new
end
function player_has(requirement, count)
if count == nil then count = 1 end
output = {}
for x in all(inventory) do
if x.title == requirement or contains(x.tags, requirement) then
if count == 1 then return x end
add(output, x)
end
end
if #output >= count then
return filter_list(output, function(x,i) return i<=count end)
end
return nil
end
function make_item(blueprint)
--if blueprint.description == nil then
-- blueprint = library.item_blueprints[blueprint]
--end
item = deepcopy(blueprint)
--item.sprite_recolor = blueprint.sprite_recolor
--item.sprite = blueprint.sprite
--item.title = blueprint.title
--item.description = blueprint.description
item.quality = flr(blueprint.quality_base + rnd(blueprint.quality_range))
item.tags = deepcopy(blueprint.tags)
item.traits = {}
if rnd(100) < blueprint.trait_chance then
add(item.traits, rnd(blueprint.trait_pool))
end
if rnd(100) < blueprint.trait_chance then
add(item.traits, rnd(blueprint.trait_pool))
end
return item
end
function at(trait, x,y)
if (x < 0) return false
if (x > trait[4]) return false
if (y < 0) return false
if (y > trait[4]) return false
return mget(trait[2]+x, trait[3]+y) ~= 0
end
function at_absolute(trait, x,y)
return at(trait.trait, x-trait.x, y-trait.y)
end
function overlaps(trait1, trait2)
t1_width = trait1.trait[4]
t1_height = trait1.trait[5]
for i=0,(t1_width-1) do
for j=0,(t1_height-1) do
x = trait1.x + i
y = trait1.y + j
if at_absolute(trait1, x, y) and at_absolute(trait2, x, y) then
return true
end
end
end
return false
end
function change_screen(new_screen)
prev_screen = current_screen
if new_screen.before ~= nil then
new_screen.before()
end
current_screen = new_screen
end
-- add newlines to a string to fit it into lines.
function wrap(str, line_length)
-- thanks to https://stackoverflow.com/questions/17586/best-word-wrap-algorithm, i did not feel like thinking this out myself
words = split(str, " ", false)
output = ""
local current_line_length = 0
for w in all(words) do
while sub(w, 1, 1) == "\n" do
output = output .. "\n"
current_line_length = 0
w = sub(w, 2)
end
if current_line_length + #w > line_length then
if current_line_length > 0 then
output = output .. "\n"
current_line_length = 0
end
while #w > line_length do
output = output .. sub(w, 1, line_length) .. "-\n"
w = sub(w, line_length)
current_line_length = 0
end
while w[1] == " " do
w = sub(w, 2)
end
end
output = output .. w .. " "
current_line_length += #w + 1
end
return output
end