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@ -4,184 +4,124 @@ version 2 |
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:: gfx/ |
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:: map/ |
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:: sfx/ |
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:: story.txt |
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--[[pod_format="raw",created="2024-03-30 15:58:22",modified="2024-04-11 01:41:32",revision=208]] |
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ATELIER HESTER |
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welcome to atelier phoebe 2! this is my document for |
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recording story ideas! please don't read this; it is |
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all the spoilers! if you want to know what happens |
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i recommend playing the game, that is the proper |
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way to experience this :) |
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-------------- |
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main gameplay interface, you're shown a gridd of |
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cubbiess which contain various ingredients |
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you look at the things in the cubbies and label them? |
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labeling could be hard with just o/x |
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you have twwo books, one of recipes and one of |
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ingredients? |
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drag a label from the book to the drawer/plant? |
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-------------- |
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plot ddetails follow!!! |
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:: conversation.lua |
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--[[pod_format="raw",created="2024-04-03 02:38:22",modified="2024-04-10 14:42:28",revision=642]] |
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default_script = { |
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{"welcome to Atelier Hester!", talk_sprite} |
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} |
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main character amnesia from alchemy gone wrong. |
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main character badly in debt to loan shark |
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everyone in town has some debt and don't talk about it |
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most people don't like main character |
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mc has to mend relationships with everyone in order |
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to gather everyone together to defeat loan shark |
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player controls a fairy assistant for alchemy |
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possibly fairy is new to the atelier? |
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early dialog esstablishes it's common knowledge that |
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fairies can blink white (o) to confirm things or |
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red (x) to be uncertain / ask a question |
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Conversation = {} |
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maybe other colors at other timess but you get it, |
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those are our two verbs - ask about something and |
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suggest something |
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function Conversation:new(script, final) |
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local c = {script=script or default_script, final=final or function() end, index=1} |
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setmetatable(c, self) |
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self.__index = self |
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return c |
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end |
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interface is an apothecary cabinet you can open |
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the drawerss of and ask about. you have to suggest |
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ingredients to mix together for the cauldron |
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function Conversation:before() |
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self.behind = scene |
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self.before = function() end -- only ddo othis the firstt time this scene is played |
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end |
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at the beginning MC is unsure and doesn't know about |
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your suggestions - "i guess i can look that up?", |
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"maybe i'll try this?" because the player is guiding |
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them. towards the end MC responds as though teaching |
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the player fairy, like "that's right, that'll work!" |
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and "good job, yeah!" to communicate that the MC |
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is more confident and getting their mlemory of |
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alchemy back |
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function Conversation:update() |
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local now = self.script[self.index] |
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if now.during ~= nil then now.during() end |
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if btnp(4) or btnp(5) then |
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if now.after ~= nil then now.after() end |
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if self.index < #self.script then |
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self.index += 1 |
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else |
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--self:after() |
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end |
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end |
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end |
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the town generally ddoesn't like the alchemisst just |
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because she's been kindda nasty and rude at times, |
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just petty disagreements that have boiled over. |
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she's known to be a decent alchemist though i guesss |
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function Conversation:draw() |
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self.behind:draw() |
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endgame is that you rally the town together to break |
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free of the loan shark; it's hard too convince |
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townsfolk both because they don't like you at first |
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and also because the loans ARE legitimate. but it |
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turnss out that the rest of the town also has debt |
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to the shark and if you convince everyone you can both |
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1. achieve independence from the supplies he sells |
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(maybe he's the intermediary with the trader? or buys |
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and ressells everything at a markup?) |
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2. convince people to just reject the loanss/debt; |
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quesstion here of whether they do this by force, |
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whether cops exist, idk, this is explicitly passtoral |
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fantasy. maybe at the end the player will muse about |
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whether it's good to have mob rule, "no one in toown |
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liked me, what if they threatened to burn down my |
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shop?" "yeah, that would suck. maybe we could build |
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something. but right now rule by mob is better than |
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rule by loan shark!" idk this feels overly didactic |
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but you get the idea |
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ragged_box(30, 100, 240-30, 130) |
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color(0) |
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print(self.script[self.index][1], 34, 104) |
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end |
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this is really getting into the weeds of how we view |
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the justice system but maybe he threatens to say |
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"i'll send for the king's knights!" and the crowd is |
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like "you can do that if you want, but by the time |
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they get here your house will be burned down. |
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alternately, you can keep your house and try to |
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be friendly. maybe even contribute to the town. it's |
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up to you. burn down your storehouse or genuinely |
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connect with people?" |
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function Conversation:after() |
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self.final() |
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--change_scene(self.behind) |
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end |
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:: screen_drawer.lua |
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--[[pod_format="raw",created="2024-04-05 00:59:25",modified="2024-04-05 00:59:26",revision=1]] |
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definitely overly preachy but i like that |
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:: shop.lua |
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--[[pod_format="raw",created="2024-03-29 01:14:51",modified="2024-04-05 14:54:05",revision=1117]] |
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-- this manages the main shop interface, where you look at the cupboard and plantss |
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-- and sstuff. |
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include("art.lua") |
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include("fairy.lua") |
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include("cabinet.lua") |
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------------------ |
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script!!!!!!!!!!!! |
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------------------ |
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cabinet = Cabinet:new(40, 10, 2) |
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fairy = Fairy:new() |
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alchemist_sprite = 192 |
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alchemist_bob = 0 |
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customer_sprite = 0 |
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customer_bob = 0 |
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customer_visible = false |
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door_open = 0 |
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title screen |
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new game or load? |
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new game -> |
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hester with her back to cauldrron holding a little fairy doll in pieces |
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fairy shakes and then comes to life |
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hester: "ahhh, the synthesis wworked! ... i think" |
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hester: "a fairy like you should be a good help around the shop." |
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hester: "you might noot be able to speak but you can flash white for yes and red for not sure" |
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the whole time there's more and more bubbling in the cauldron |
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hester: "you can be my hands across the atelier!" |
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explosion! |
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soot-covered hester stands up |
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"what just happened." |
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"wait a second. who am i." |
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"alchemy books? a cauldron?" |
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outside view of shop, Atelier Hester on the sign |
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"Hester..." |
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back inside |
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"i must be an alchemist..." |
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loan shark arrives |
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"hester! you got the latest payment for me, girlie?" |
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"i'm afraid i don't knwo who i am - can you help me?" |
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"nice try. remember you owe me 4000Z by the end of the month. have a nice day!!!" |
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loan shark leaves |
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(SAVE POINT) |
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"am i... in debt?" |
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"i don't know hwo to do alchemy... but maybe these books..." |
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(player opens books) |
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"it looks like this one has recipes... this one has infoormation about ingredients... my head..." |
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(when quit uot of both books, old man comes in) |
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"hey, hester. can i get that purified water?" |
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"i don't knwo who i am" |
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"sorry, i can't hear so good these days - purified water? my usual order?" |
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(moves on when you've crafted purified water) |
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"thank you, hester. this will help me out. here's your payment." |
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(old man leaves) |
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"i guess i'll just try to... be an alchemist and pay off my debts..." |
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(SAVE POINT) |
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shop_screen = {} |
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function shop_screen.draw() |
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cls() |
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at the beginning MC is unsure and doesn't know about |
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your suggestions - "i guess i can look that up?", |
|
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|
|
"maybe i'll try this?" because the player is guiding |
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|
|
them. towards the end MC responds as though teaching |
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|
|
the player fairy, like "that's right, that'll work!" |
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|
|
and "good job, yeah!" to communicate that the MC |
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|
is more confident and getting their mlemory of |
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alchemy back |
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cabinet:draw() |
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the town generally ddoesn't like the alchemisst just |
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because she's been kindda nasty and rude at times, |
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just petty disagreements that have boiled over. |
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she's known to be a decent alchemist though i guesss |
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-- alchemist! |
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bob(alchemist_sprite, 0, 7, 96, 128, alchemist_bob) |
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fairy:draw() |
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-- countertop! |
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draw_counter(14) |
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if customer_visible then |
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bob(customer_sprite, 240-96, 7, 96, 128, customer_bob) |
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end |
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draw_door(door_open) |
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end |
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endgame is that you rally the town together to break |
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|
|
|
free of the loan shark; it's hard too convince |
|
|
|
|
townsfolk both because they don't like you at first |
|
|
|
|
and also because the loans ARE legitimate. but it |
|
|
|
|
turnss out that the rest of the town also has debt |
|
|
|
|
to the shark and if you convince everyone you can both |
|
|
|
|
1. achieve independence from the supplies he sells |
|
|
|
|
(maybe he's the intermediary with the trader? or buys |
|
|
|
|
and ressells everything at a markup?) |
|
|
|
|
2. convince people to just reject the loanss/debt; |
|
|
|
|
quesstion here of whether they do this by force, |
|
|
|
|
whether cops exist, idk, this is explicitly passtoral |
|
|
|
|
fantasy. maybe at the end the player will muse about |
|
|
|
|
whether it's good to have mob rule, "no one in toown |
|
|
|
|
liked me, what if they threatened to burn down my |
|
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|
|
shop?" "yeah, that would suck. maybe we could build |
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|
something. but right now rule by mob is better than |
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rule by loan shark!" idk this feels overly didactic |
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but you get the idea |
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function draw_counter(height) |
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rectfill(0, 135-height, 240, 135, 4) |
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for i=1,height do |
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rectfill(0,135-height, 0.5*i*i, 135-i, 4+16) |
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rectfill(240,135-height, 240-0.5*i*i, 135-i, 4+16) |
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end |
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line(0,135-height, 240, 135-height, 4+16) |
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end |
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this is really getting into the weeds of how we view |
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|
|
the justice system but maybe he threatens to say |
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|
|
|
"i'll send for the king's knights!" and the crowd is |
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|
|
like "you can do that if you want, but by the time |
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they get here your house will be burned down. |
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|
alternately, you can keep your house and try to |
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|
|
be friendly. maybe even contribute to the town. it's |
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up to you. burn down your storehouse or genuinely |
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connect with people?" |
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function shop_screen.update() |
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fairy:move() |
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cabinet:update(fairy.x, fairy.y) |
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if btnp(4) then |
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local drawer = cabinet:drawer_at(fairy.x, fairy.y) |
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if drawer then change_scene(DrawerScene:new(drawer)) end |
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end |
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end |
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definitely overly preachy but i like that |
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function draw_door(open) |
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palt(0x00, true) |
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if open >=0.0 then fillp(0b1111111111111111) end |
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if open > 0.1 then fillp(0b1011010111100101) end |
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if open > 0.2 then fillp(0b1010010110100101) end |
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if open > 0.4 then fillp(0b1010000110100100) end |
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if open > 0.7 then fillp(0x0000) end |
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rectfill(240-(96*open), 135-128, 240, 135, 0x00) |
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sspr(200, 0,0,96,128, 240-(96*open), 135-128, 96*open, 128) |
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palt() |
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fillp() |
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end |
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:: art.lua |
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--[[pod_format="raw",created="2024-03-31 01:52:08",modified="2024-04-12 14:41:51",revision=629]] |
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function bob(s, x, y, w, h, t) |
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@ -251,7 +191,7 @@ function collides(position, object) |
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return position.x < object.right and position.x > object.left and position.y > object.top and position.y < object.bottom |
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end |
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:: cabinet.lua |
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--[[pod_format="raw",created="2024-04-03 19:46:51",modified="2024-04-10 01:58:59",revision=627]] |
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--[[pod_format="raw",created="2024-04-03 19:46:51",modified="2024-04-14 02:34:28",revision=631]] |
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Cabinet = {} |
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function Cabinet:new(x, y, gaps) |
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local c = { |
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@ -378,53 +318,6 @@ function Shelf:draw(highlighted) |
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palt(0, true) |
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end |
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end |
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:: conversation.lua |
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--[[pod_format="raw",created="2024-04-03 02:38:22",modified="2024-04-10 14:42:28",revision=642]] |
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default_script = { |
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{"welcome to Atelier Hester!", talk_sprite} |
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} |
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Conversation = {} |
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function Conversation:new(script, final) |
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local c = {script=script or default_script, final=final or function() end, index=1} |
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setmetatable(c, self) |
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self.__index = self |
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return c |
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end |
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function Conversation:before() |
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self.behind = scene |
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self.before = function() end -- only ddo othis the firstt time this scene is played |
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end |
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function Conversation:update() |
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local now = self.script[self.index] |
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if now.during ~= nil then now.during() end |
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if btnp(4) or btnp(5) then |
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if now.after ~= nil then now.after() end |
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if self.index < #self.script then |
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self.index += 1 |
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else |
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--self:after() |
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end |
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end |
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end |
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function Conversation:draw() |
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self.behind:draw() |
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ragged_box(30, 100, 240-30, 130) |
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color(0) |
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print(self.script[self.index][1], 34, 104) |
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end |
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function Conversation:after() |
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self.final() |
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--change_scene(self.behind) |
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end |
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:: fairy.lua |
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--[[pod_format="raw",created="2024-04-03 17:32:32",modified="2024-04-10 01:58:59",revision=384]] |
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Fairy = { |
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@ -499,100 +392,122 @@ function Glow:update() |
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end |
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:: gfx/0.gfx |
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b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixtb2RpZmllZD0iMjAyNC0w |
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NC0xMiAxNDo0MTo1MSIscmV2aXNpb249MTA1MF1dbHo0AJQUAADWVQAA8Rp7WzBdPXtibXA9cHh1 |
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NC0xNCAwMzoyMjo1NiIscmV2aXNpb249MTEyMF1dbHo0AJgZAABjXQAA8Rp7WzBdPXtibXA9cHh1 |
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AEMgEBAE8PAsZmxhZ3M9MCxwYW5feD0wLjM3NQwA_wJ5PS0wLjEyNSx6b29tPTV9LDoAkCR6cAoP |
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HU8eCgcAcD8ODx4KYBoJAP8CDRpQCh8dPw4dClAKDx1fDg0IAAT-Aw8eClAKDl8ODgpQCn4KUJrw |
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A4sAJqUGOrAKHxMKsAoeBADwAKAaHhqQCgMOEQqQCgMPEgcAPQ4dAQYArw4KkAo_CpBa8AV9ACYQ |
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Jn0AER1xAP8GYDoPFy46MAo9HxweHxIKMAodbxwPCAACIF8cIAD-ARodPxwODxIaQBpeGmB68ASE |
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ACJRCAgECQACABIQCAAfGQ4AFh8J9QAm-yAQLxyQPgAuUC4AHiAuEC4gLjAOEA4wHgBeEF5ALBos |
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YDwaPFAcEAogHIAa0ArwOWgAJccgLDAsUAwADDAMAAwIADAcEBwIABEQAgD-EVAcAAwQDAAcYCwQ |
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LIAcGhyQHxwaHpAeCgAegB4aEB6QfwAaDx4DNVD-FAHUHgIAsAS5BB4ECT8PGT0JCQAanQYAMQ8V |
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DggAhwwOBLkEDA7UAwAf7HsAIp8gIAT-FBH0Dh4DAALANPkGNB40CX8POX0JCQAxjRmNCAAv-QQH |
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AAsyDxUOCQAeDAgAf-kGNAwO9A4EABI-HvwO1gAlctQPFPAB1A4EAP8SxB7wAcQO8AK0HvACpB7w |
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A5Qe8AR0LvAFVC7wB27w--_rZgAl-wn5MCD6CoD5BND6APAB2fAC2fADufD---xQACVf8P----M9 |
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ACfwCKIq8A0KAwrwDBoDCvAISgMACvAICgMgCAAjBToIAFAKAxADAAIAZBrwBAoAAwIAHwoOAApE |
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AToAAwIA8A5KwAr-EgEKwCrOKuAKzgrwARquGvACCq4K8AMajlUAb44K8AWqoMYAJ8AAOvAMCh8T |
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GvAIOi7BAPAiHgAuOvAFCi4AThrwAiouJD4K8AIKFA4ADgQQHgAa4DoALgAEDxQzCvAACi4AHiQN |
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PgoAUQAuEAMkCgDgICQQFBAq8AAKHhQANCOwAKBeJBAa8AEKfhQeSgAhLkAIANIaYBQQSuAK7xgK |
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4ArsBAChGswa8AAKzArwAQUAfxqsGvACypDZACfwDl1K8AZaLxMK8AYKTgQeCvAGGh4TBBMq8AUK |
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IA5DOgHwByAeBD4a8AMKLhAELgAOCvADCkMkEwCdABAwugBAAgoOQ7sAsAIKDgMODxQuFA4AdQEw |
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EB0QwgDTBAogDRAUEDrwAQrGCgUAIBqmLgAQpiYAEIZhABCGAQIfhqABJ-1iYGAE-x4P-xUS-x4j |
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-xUo-x4R-xU2-x4G-xU_3x7-FUZ-Hv8VSj8e-xUM8Bj_Cg8e-gHwMP4FBT7wPD4FnhUO8EAOFZ51 |
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8DZ1rvUE8Bz1BM71Qv4A9T7_BPU6-gv1MP4c9Rj_Ch3_Th3_Ti3_TE3_Sl0DAE9N-kw9AwAEES05 |
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AAUDADAN-v8BACQ1DREABVkABTIAAmIAQW3_SH0DAPtYjf5Gnf5Grf5Ezf5C3f5C7f5A-QH_Pv0C |
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-j79A-48-QX_Ov0H-jj9Cf42-Qv_NP0N-jL9D-4w-RH_Lv0T-iz9Ff4q-Rj_Jv0b-iT9Hv4g-SH_ |
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Hv0k-hr9Kf4U-S7_EP00-gj9Pd79GXoBdC01LjE1ODMBAASEAVcxNC44MBcAAY4BGTOOAfMgQEAE |
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8P8HjxjwJt7wIf4D8B3_CPAY-gvwFP4Q8A-_FfAL-hnwBf4b8AT_HPAE-hsMACIbBwUAwAP_Gxfw |
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Av4cBwbwAQYAMBcO4AcA8QIHLsD_HQYHBi7A-hwGBwY_sBUADw8ACKAGBwYHPqBOV-4SCgByLqBO |
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Fnf_DhUA8wU_JzZH-gwGFwYHLrAuFxY3Nhf_CxoA8AE3Njc2-ggGBwYXLrA_Jkc2HAAQASoAID6w |
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NgBBNjc27ioAQcAuJkcPADFXBi4uAELQPhc2EgAAiAARFyUAdNBORzZHRjcUAFA_0H5XRiIAEhci |
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AEE_8AG_MwARFhEAQD7wAu4uAPAIJwYHBic_8AbuVzY3JhcGJy7wDO5HNjcUAEEQzmcmKgDwABW_ |
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AFcGFwA_8BquADdO8NECUCLO8CdeqQUbhskBNjIuOEMDETkNAAFDAx00tQHRYl8Y8B-_APAV-gvw |
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D60BURHwDv4RCAACEAAABAAQEhQAtBfwC-4TZ-AF-hN3BQBjEofwBP4TBQCQA-4Uh-AC-hSHxgEh |
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FXfGASEUh8YBIhSHqQEiFHeqAQQQACIThxAAIhOXEAAhDtcQAFB_d473BZwBNE73GMoBI-cYxwEl |
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9xTEASb3DcMBNhb3DMEBJvcGvgE4FvcBvwEp9wK8ARrXtgECxgEPuAGQ9Cz-Fl8b8CXO8CD_AfAb |
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-gbwFv4L8BD_EfAN-hTwBP4e8AH_IOD_IsD_JaD_JpD_J3D_KWD_KlAOCv4pQAUAsiowDgoOCv4j |
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Hw8uCgDwKB99QC4K-hwtJx0nUB4K-hktJy03HUAeCv4VPSctNz1QPgr_EC03LTdNJ1AuCv4MPTct |
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J10nHQ4NADAJLUcNADAtBy5DAEAFPTc9DgD0AF5gHgr_Ai1HLTddFz1_cAsAci2ukE4Kbj0MAHCe |
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4D4KTh1XVgByLW7wBT4KTkoAc37wCC4KThcMAFAMHgpOHQsA8QaO8A5_F10XPY7wEm5NFy0HjvAW |
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Xh0IAPAEGl4HHRd_8B3_AfAgzvAknvAoLmMBL-_hZAEmshQfG-ArXvAnnvAkaQG1HP4F8Bj_CfAU |
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-g1tAdIJ-hfwB-4a8AX_HPADeQHwA-AA-iHg-iOw-iQPD6D_JAcdgF0BgVcNcA4K-h1XDgBhGlct |
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Fx1gdgFSFkctVw0LAFAURx1HbUEBUxI3LTcdhwF0ECctJw0HDYwBRQ8XHRePAUYKFy0HkgFHCS0X |
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HZQBWAcdFy0nlgFHHQctF5gBRQ0nHReaASANJz0ABJwBVi0XLScNngE1Jx13ngE1Fy1XngEfTZ0B |
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ZA-gDBoPOgD--------------------------------------------------6TwI2CABPD-JL8U |
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8ED_AvA8-gbwOT8V-gTwNz3_BfA1Tf4H8DNN-gjwMk3_CvAwTf4L8C9dBQD4AE3_DPAuXf4N8C1N |
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-g3wLgUAMwzwLwUAMQsPDwcAEDwmAPAMCTzwLBxN-gg88C4cPf4HLA8X8DFN-gULHAsMCQDwrAQM |
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CwwLDPAzTb4tLg8ZHAsc8DNdjj0uGjzwNV1ObR4qPPA2-QFKPPA3zXos8DkKTdoc8Dv6AwzwO5oM |
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ivA7amx68DpafHrwOVofHAxpavA4WqlaOfA0WslKOfA0SgDpKknwMyogmS8MKQpZ8DQKSEn4BPAw |
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_BHwLmgPCvgM8CtoFygn_AfwKfgDNzgXqPAoJ-gMB7jwIgf4EieI8CH4FgeI8CD4GAd48CD4GSc4 |
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8B-4IfAf_CLwHfggBxgGAPEHFxjwHPghByjwG-gl8Bv4JvAaKAn4IgYA8CMOCfgE8BoYCfgOGSgJ |
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Fwn4FRkIGWgHCwCBGBno8BYJ_Bk_AGQUGfgVGRgLAFAUCTgZ6AkAEBpyAIITGfgaGYgXOAkARvgA |
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8BIIABEbiACBEQn4HAmoB0gJACQZmAkAsPgB8BAZ_BspqAc4CQCmHBm4BzjwDwn4HQkAocgHGPAQ |
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CfgcKdhOACApyGUAMBOpuH0A8AEPSXgZqPAVGfgOGbgZiPAXQgDyAQggGPAaKfgbGQjwHyn4HAkH |
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ABAZBgDwIxo5CPAeKfgYWQjwHxn4F2kt8B0Z_BRpCAlN8BwZ_BF5CG3wHgn4DpltFfAeGfgKmY0l |
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CABQBqkYbVUJAPJCArkYfYXwHhnIyQiNxfAeCZi5zdXwHwlYqd31AvAfyQjN9QUABfAemRWN9Q3w |
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Hmmt9Q8ABfAdDRm99RXwG931GPAZjQUN9RzwGS31JPAZPQUNAgCi9RzwGC31JvAXLRAAQwUN9R0S |
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AAYkAKQe8BU99SjwFC0VEgCGIPAULfUq8BIkAIUi8BIt9SzwEBIAARQAhRAt9SwABfAPXgAAFgCJ |
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BvAPPfUqABUXAANXAIsPLfUtAAXwDO0Dbi0yOS4xMC4xXDM4Ljc1LjEeMQIE8S3--8NvFPBF7vA8 |
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PxV_KV7wOF2OKV7wNz0OSW4JbvA2PQ5Z7vA1PQ5pbgpu8DQdPmnu8DQNTln_APA0bkkGAPCEKW6v |
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GfA03tzwNBmO-AHwNBlu-AMQHw-wMBle-AMQG-AxGV78AgsAK-Axbpzb8DFujNvwMl6Mmx8fK-Ay |
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XnyLKDvwMl5sSwgbKCcb8DNeXCs4Sx8OBwvwNF4sHxcbKEsIGx8OK-AzHnsfFxgLFw8OKxhb8DMO |
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mw8XCycfDjsYS-AzHksfF0sXHw5LCEvwMz4rLxe7FgDwJw1ODAsWuwhb8DM9HizrGCvwMz0OHAAs |
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RBUU8C_sy0QllPAnjEWLFSRFpPAkjAU0FXslBAX0AfAifBVEJXsl9AEV8CB8BYQFayX0AwXwIGwF |
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xAqECgBQBQQKxBUMAPAK5PAWBQQK9BcF9ADwFQUK9BgV9ADwExX0GggAYBIF9BIKhAoA8wARBfQT |
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Pi0OjQou8DgOTU6dCg7wOR79BA7wOg5NPq0HAPGALQ5tDm0e8DsOHR5NHl0_8DoeHX5NHh0u8Dk_ |
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FkXgC-IUCAAUIxMbCABPCxLwFQkADR8bRAAAYvAA8hTwFwcAHwPyBBUPyAgnDzoA------------ |
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---3UG09NX19 |
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AFAKAxADAAIAZBrwBAoAAwIAHwoOAApEAToAAwIA8A5KwAr-EgEKwCrOKuAKzgrwARquGvACCq4K |
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DysZK-8KPg8e4A6gDiAOsA7wBP8SEC59Qq1C-RDwAFIAeB-wOgD------------------------- |
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MTC4M0gzOC43zzMP8DkAAQIE8S3--8NvFPBF7vA8PxV_KV7wOF2OKV7wNz0OSW4JbvA2PQ5Z7vA1 |
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NF4sHxcbKEsIGx8OK-AzHnsfFxgLFw8OKxhb8DMOmw8XCycfDjsYS-AzHksfF0sXHw5LCEvwMz4r |
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Lxe7FgDwJw1ODAsWuwhb8DM9HizrGCvwMz0OHAAsqyg78DMtDmyLKEsfHPA1jGsYWwYPDB8c8DSM |
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TAAFlBVbBAoF9AfwHiwAJXQFBBU7FBr0B-AhFQQVZAUUBUoFGqQFtPAfFQoUJUQFFBpUCqQFxPAc |
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FQQKRCUkBaQOAPAGGhUECnQlBAW0CpQF1PAYFcQlxAqECgBQBQQKxBUMAPAK5PAWBQQK9BcF9ADw |
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FQUK9BgV9ADwExX0GggAYBIF9BIKhAoA8wARBfQTCnQABfQC8A8F9BQLAHAOBfQVCmQQCwAQDQsA |
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EXQLAEEMBfQWIQA0A-ALCwChBPAKBfQfABX0AwkAEBAdADIK9CAIAFDUFfQQEBsA8gEIBeQF9AgK |
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ZCAV9ALwCPQADQAyJfQBDQCFCQpEEBUUJeQOAEEAFUQFDgBgFfQICkQAOQEwCPQBGwAfNA0AAsEV |
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9A0ABfQF8Aj0AwULADME8AkLAFAEKtTwCwwAgAwgGgQatPAMDADACAokEAo0GpTwDfQCYwCgJAAK |
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VAqE8A70AlcAAA4AQBpk8A8OAJIKCiQVVApU8BANAGE0BVQaNAUOAPEEBHX0AQo0BWQKJAXwEeRV |
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ZAX0AA8AgRQF8BL0DQXkDQBwBAXwEwX0DBwAsyQFZAoF8BQF9AsVDgDB8BUF9Awa5AokBQpUDQBw |
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Czr0AnrwF2kAYBRaROvwGAoAUmQaFOsWCwCAdAoE2wYr8BmlAFSECusWGxcAQcsGKwYNAFEJCnQK |
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2w0AEhclAAANADEL8BgMAIRrPwU7BhsGCykAMUtjKw8AAVAARFQaK4MPAFHUtVrjGwwAYhoFZHXz |
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DhgA8hIbZW3zDjsGCwMb8BqNAw3zEisGC0PwGS3zHAtj8Bk9Aw0CABDzRgVS8yXwGC0QAIADDfMe |
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8Bct80YFAhAAARIAMBU980YFFBMSAABGBRDzRgUCEAAwAw3zRgUQ80YFJwMNFABlEC3zLvAPXACf |
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Aw3zJPAOPfMuJwUsD50JJw_FCv8gIP8UwTTxAXz0P-4BBP8VPQT_AQT9PA4HACA7HgcAQS30Ny4I |
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AE8E-jUECgD-NARSASH0OGIBMR30OnEBcg30Pf4B9D_xPDH--_iUAR-9kwH-dh9cYgMUHzLlCQHy |
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KxjfFvBALr8PHvA9Lu0e8Dse-QIO8Doe-QMe8DkO-QMfEQ4N8DUcHs18DhzwMRwAHA7dDA0cDVzw |
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MUwKAPYGHA0MDgzwMQwgHv0BDD0MDvA2Dv0IBgBgLU4dTm0uDwCwBR4NDvA3Dl0O-QAIAEBNHv0B |
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IQBRPR49Ds0qAFAeTQ69HgkAUA5dDp0KLQDwDR4dPi0OjQou8DgOTU6dCg7wOR79BA7wOg5NPq0H |
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APGALQ5tDm0e8DsOHR5NHl0_8DoeHX5NHh0u8Dk_QH5NHvBBHs0ODQLwPx7NDxhi8DourQtyG-A5 |
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Dp0bYjvwNAs_nQtiGw0r8DICCw0enRtSGz0CC-AwEgu9G1IbXQIL8CwNCyIbrQtSG30CC-AqHQsy |
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G30rQhudAgsC8CgdC1IrPRtiC70bAvAnHQtyW2IbzQsLAPIA8gQb3RvwJi0L8gMb7QILCgCwC-0A |
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G-AlPQvyAhsKAPAEAggX8BA9C-IBG-0CC-ACCDfwDg4A8QAL-QML8AMIN-ANPQvyABsOAEAYR-AL |
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DgBQC-0CDg0eAGAHGDfwCU0SADFNDr0TAEwYBxgnEwBIAFfwCBIAYQQIEFfwBxIAIz0eEgByIEcA |
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LxXwAxUAIg7NFQA5MEcpEwCwAvADCDA3KQ3wAl2UABUtFQBwQAdJHfABXbcAUB0ezQ4bPABBWa0g |
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vREAIQ7dEQBJIEn9DBAAMCn9DhAA0hIO3Q4CC-AK-Q8L8gQMADoL-Q4MABEFCwBUDI0g-QENAPQK |
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DW3wBBvyBc0eAgvwDk3wBQvyBs0OEgvwKAkAcB0OvfIFvR4KAPACXhBObcLNDiIL8CANAG69ct0L |
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APEMGmVuC-0RHiIL8BYVDkVOEC4L-REOMgvwFYWeCgDwTfAWhU4AHhAL-RAeIvAXhW4tC-0PHjIA |
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C-AV1R0Q-REOQivwFLVgC-0NLjJL8BNlECVgCxL9CS6SK-AShYALMv0EPtIb8BFVsAti3T7yAhvw |
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EFWwC-ICPvIGK-AOCwAiHRsIAEAeG-ANCAAgHwsIAKbyIBvwDFWg8iILBwBgsPIhG-ALJABnIBvw |
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C2WgCAA-C-AMCAABAEwAAAgAYR4L8A9VoGwAAQgAEByHAPAAoAvyGxvwEUXAC-IZG-ASCABAGBvw |
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EwgAQBcb8BQIAEEVK-AVCAA-C-AXCAANITXQCABvFkXgC-IUCAAUIxMbCABPCxLwFQkADR8bRAAA |
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YvAA8hTwFwcAHwPyBBUPyAgnDzoA---------------3UG09NX19 |
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:: gfx/.info.pod |
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b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
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MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
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@ -608,7 +523,7 @@ function get_conversation(plant) |
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|
end |
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:: main.lua |
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--[[pod_format="raw",created="2024-04-02 02:59:37",modified="2024-04-12 14:41:51",revision=951]] |
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--[[pod_format="raw",created="2024-04-02 02:59:37",modified="2024-04-14 03:22:56",revision=1000]] |
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-- this is atelier hester! |
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-- except for the one line in _init that does change_screen(shop_screen) |
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@ -623,6 +538,7 @@ include("s_title.lua") |
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|
include("s_shop.lua") |
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|
include("s_conversation.lua") |
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|
include("s_drawer.lua") |
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|
include("s_book.lua") |
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DEBUG = true |
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@ -692,16 +608,57 @@ function play_script(s) |
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|
add(script, action) |
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|
end |
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|
end |
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:: map/0.map |
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|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixtb2RpZmllZD0iMjAyNC0w |
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NC0wNSAxMzo1NDowNiIscmV2aXNpb249NjgzXV1sejQAaAAAAFgQAADwCHt7Ym1wPXVzZXJkYXRh |
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KCJpMTYiLDMyAwAvIjABAP--------------------vxCCIpLGhpZGRlbj1mYWxzZSxwYW5feD0w |
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CADSeT0wLHRpbGVfaD0xNgoAEHcKAIB6b29tPTF9fQ== |
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:: map/.info.pod |
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|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
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|
MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
|
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|
|
:: map/0.map |
|
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|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixtb2RpZmllZD0iMjAyNC0w |
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NC0wNSAxMzo1NDowNiIscmV2aXNpb249NjgzXV1sejQAaAAAAFgQAADwCHt7Ym1wPXVzZXJkYXRh |
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KCJpMTYiLDMyAwAvIjABAP--------------------vxCCIpLGhpZGRlbj1mYWxzZSxwYW5feD0w |
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CADSeT0wLHRpbGVfaD0xNgoAEHcKAIB6b29tPTF9fQ== |
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|
|
:: map/.info.pod |
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|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
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|
MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
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|
|
:: s_book.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-14 02:34:41",modified="2024-04-14 03:22:56",revision=27]] |
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|
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|
BookScene = { |
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|
extension = 0, |
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|
behind = nil, |
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|
inset = 60, |
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|
} |
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|
function BookScene:new(background) |
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|
c = {height=0, behind=nil, background=background} |
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|
setmetatable(c, self) |
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|
self.__index = self |
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|
return c |
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|
end |
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|
function BookScene:before() |
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|
self.behind = scene |
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|
play_script({ |
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|
Script.len(function(s) |
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|
self.height = 115*easeDecelerate(s.timer/s.length) |
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|
end, 0.5) |
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|
}) |
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|
self.before = function() end |
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|
end |
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|
function BookScene:update() |
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|
|
if btnp(5) then play_script({ |
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|
|
Script.len(function(s) |
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|
self.height = 115*(1-easeAccelerate(s.timer/s.length)) |
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|
end, 0.5), |
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|
Script.once(function(s) change_scene(self.behind) end) |
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|
}) end |
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|
end |
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function BookScene:draw() |
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|
self.behind:draw() |
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|
spr(007, 20, 135-self.height) |
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|
end |
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|
:: s_conversation.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-05 14:55:45",modified="2024-04-12 14:41:51",revision=118]] |
|
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|
--[[pod_format="raw",created="2024-04-05 14:55:45",modified="2024-04-14 02:34:19",revision=129]] |
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default_script = { |
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|
{"welcome to Atelier Hester!", talk_sprite} |
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|
} |
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|
@ -747,7 +704,7 @@ function Conversation:after() |
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change_scene(self.behind) |
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|
end |
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|
:: s_drawer.lua |
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|
--[[pod_format="raw",created="2024-04-05 00:59:36",modified="2024-04-12 14:41:51",revision=273]] |
|
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|
--[[pod_format="raw",created="2024-04-05 00:59:36",modified="2024-04-14 03:22:56",revision=281]] |
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|
DrawerScene = { |
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|
extension = 0, |
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behind = nil, |
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|
@ -806,7 +763,7 @@ function draw_drawer(distance, inset) |
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|
spr(11, 120-16, distance+10+1) |
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|
end |
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|
:: s_shop.lua |
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|
--[[pod_format="raw",created="2024-04-05 14:55:27",modified="2024-04-12 14:41:51",revision=158]] |
|
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|
--[[pod_format="raw",created="2024-04-05 14:55:27",modified="2024-04-14 03:22:56",revision=205]] |
|
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|
-- this manages the main shop interface, where you look at the cupboard and plantss |
|
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|
|
-- and sstuff. |
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|
|
include("art.lua") |
|
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|
@ -823,8 +780,11 @@ customer_bob = 0 |
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customer_visible = false |
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door_open = 0 |
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book_1 = {left=10, right=74, top=100, bottom=164} |
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|
book_2 = {left=80, right=144, top=100, bottom=164} |
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|
shop_screen = {} |
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|
|
function shop_screen.draw() |
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|
|
function shop_screen:draw() |
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|
|
cls() |
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|
|
cabinet:draw() |
|
|
|
@ -837,17 +797,16 @@ function shop_screen.draw() |
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|
spr(16, 240-110, 135-36) |
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|
|
palt(30, false) |
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|
|
palt(0, true) |
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|
spr(21+flr(2*t()%8), 240-110, 135-39) |
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|
|
-- countertop! |
|
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|
|
draw_counter(14) |
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|
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|
|
local book1 = {left=10, right=74, top=100, bottom=164} |
|
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|
|
if collides(fairy, book1) then spr(18, book1.left, book1.top) |
|
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|
else spr(17, book1.left, book1.top) end |
|
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|
|
local book2 = {left=80, right=144, top=100, bottom=164} |
|
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|
|
if collides(fairy, book2) then spr(20, book2.left, book2.top) |
|
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|
|
else spr(19, book2.left, book2.top) end |
|
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|
|
if collides(fairy, book_1) then spr(18, book_1.left, book_1.top) |
|
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|
|
else spr(17, book_1.left, book_1.top) end |
|
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|
|
if collides(fairy, book_2) then spr(20, book_2.left, book_2.top) |
|
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|
|
else spr(19, book_2.left, book_2.top) end |
|
|
|
|
|
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|
|
|
if customer_visible then |
|
|
|
|
bob(customer_sprite, 240-96, 7, 96, 128, customer_bob) |
|
|
|
@ -867,7 +826,7 @@ function draw_counter(height) |
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|
|
line(0,135-height, 240, 135-height, 4+16) |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
function shop_screen.update() |
|
|
|
|
function shop_screen:update() |
|
|
|
|
fairy:move() |
|
|
|
|
cabinet:update(fairy.x, fairy.y) |
|
|
|
|
if btnp(4) then |
|
|
|
@ -878,6 +837,9 @@ function shop_screen.update() |
|
|
|
|
|
|
|
|
|
local drawer = cabinet:drawer_at(fairy.x, fairy.y) |
|
|
|
|
if drawer then change_scene(DrawerScene:new(drawer)) end |
|
|
|
|
|
|
|
|
|
if collides(fairy, book_1) then change_scene(BookScene:new(007)) end |
|
|
|
|
if collides(fairy, book_2) then change_scene(BookScene:new(007)) end |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
if btnp(5) then |
|
|
|
@ -924,11 +886,8 @@ function title_screen:draw() |
|
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|
|
if self.continue then y=90 end |
|
|
|
|
rect(120-50/2, y-5, 120+50/2-1, y+7+5, 7) |
|
|
|
|
end |
|
|
|
|
:: screen_drawer.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-05 00:59:25",modified="2024-04-05 00:59:26",revision=1]] |
|
|
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|
|
|
|
|
|
:: script.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-04 01:01:55",modified="2024-04-12 14:41:51",revision=538]] |
|
|
|
|
--[[pod_format="raw",created="2024-04-04 01:01:55",modified="2024-04-14 03:09:34",revision=554]] |
|
|
|
|
Script = {} |
|
|
|
|
-- sscriptanim generates animation functions and adds the boilerplate we want |
|
|
|
|
-- can track time, but generally the ssystem we're working with is that |
|
|
|
@ -1008,16 +967,16 @@ end |
|
|
|
|
the_script = { |
|
|
|
|
Script.len(function(s) -- open door |
|
|
|
|
door_open = easeTrig(s.timer/s.length) |
|
|
|
|
end, 0.5, false), |
|
|
|
|
end, 0.5), |
|
|
|
|
Script.once(function() -- person appearss |
|
|
|
|
alchemist_sprite = 193 |
|
|
|
|
customer_visible = true |
|
|
|
|
customer_sprite = 201 |
|
|
|
|
return false |
|
|
|
|
end, false), |
|
|
|
|
end), |
|
|
|
|
Script.len(function(s) -- door closes |
|
|
|
|
door_open = easeTrig(1-(s.timer/s.length)) |
|
|
|
|
end, 0.5, false), |
|
|
|
|
end, 0.5), |
|
|
|
|
Script.waitTilAfter(function(s) -- cnoversation starts |
|
|
|
|
change_scene(Conversation:new({ |
|
|
|
|
A{"Welcome to Atelier Hester!"}, |
|
|
|
@ -1048,72 +1007,189 @@ v-gPQAANQP--sPBwCgD--2Qf-wEAl1D-----Hw== |
|
|
|
|
:: sfx/.info.pod |
|
|
|
|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
|
|
|
|
MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
|
|
|
|
:: shop.lua |
|
|
|
|
--[[pod_format="raw",created="2024-03-29 01:14:51",modified="2024-04-05 14:54:05",revision=1117]] |
|
|
|
|
-- this manages the main shop interface, where you look at the cupboard and plantss |
|
|
|
|
-- and sstuff. |
|
|
|
|
include("art.lua") |
|
|
|
|
include("fairy.lua") |
|
|
|
|
include("cabinet.lua") |
|
|
|
|
:: story.txt |
|
|
|
|
--[[pod_format="raw",created="2024-03-30 15:58:22",modified="2024-04-11 01:41:32",revision=208]] |
|
|
|
|
ATELIER HESTER |
|
|
|
|
|
|
|
|
|
cabinet = Cabinet:new(40, 10, 2) |
|
|
|
|
fairy = Fairy:new() |
|
|
|
|
alchemist_sprite = 192 |
|
|
|
|
alchemist_bob = 0 |
|
|
|
|
customer_sprite = 0 |
|
|
|
|
customer_bob = 0 |
|
|
|
|
customer_visible = false |
|
|
|
|
door_open = 0 |
|
|
|
|
welcome to atelier phoebe 2! this is my document for |
|
|
|
|
recording story ideas! please don't read this; it is |
|
|
|
|
all the spoilers! if you want to know what happens |
|
|
|
|
i recommend playing the game, that is the proper |
|
|
|
|
way to experience this :) |
|
|
|
|
|
|
|
|
|
shop_screen = {} |
|
|
|
|
function shop_screen.draw() |
|
|
|
|
cls() |
|
|
|
|
-------------- |
|
|
|
|
|
|
|
|
|
cabinet:draw() |
|
|
|
|
main gameplay interface, you're shown a gridd of |
|
|
|
|
cubbiess which contain various ingredients |
|
|
|
|
|
|
|
|
|
-- alchemist! |
|
|
|
|
bob(alchemist_sprite, 0, 7, 96, 128, alchemist_bob) |
|
|
|
|
|
|
|
|
|
fairy:draw() |
|
|
|
|
|
|
|
|
|
-- countertop! |
|
|
|
|
draw_counter(14) |
|
|
|
|
|
|
|
|
|
if customer_visible then |
|
|
|
|
bob(customer_sprite, 240-96, 7, 96, 128, customer_bob) |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
draw_door(door_open) |
|
|
|
|
end |
|
|
|
|
you look at the things in the cubbies and label them? |
|
|
|
|
labeling could be hard with just o/x |
|
|
|
|
you have twwo books, one of recipes and one of |
|
|
|
|
ingredients? |
|
|
|
|
drag a label from the book to the drawer/plant? |
|
|
|
|
|
|
|
|
|
function draw_counter(height) |
|
|
|
|
rectfill(0, 135-height, 240, 135, 4) |
|
|
|
|
for i=1,height do |
|
|
|
|
rectfill(0,135-height, 0.5*i*i, 135-i, 4+16) |
|
|
|
|
rectfill(240,135-height, 240-0.5*i*i, 135-i, 4+16) |
|
|
|
|
end |
|
|
|
|
line(0,135-height, 240, 135-height, 4+16) |
|
|
|
|
end |
|
|
|
|
-------------- |
|
|
|
|
plot ddetails follow!!! |
|
|
|
|
|
|
|
|
|
function shop_screen.update() |
|
|
|
|
fairy:move() |
|
|
|
|
cabinet:update(fairy.x, fairy.y) |
|
|
|
|
if btnp(4) then |
|
|
|
|
local drawer = cabinet:drawer_at(fairy.x, fairy.y) |
|
|
|
|
if drawer then change_scene(DrawerScene:new(drawer)) end |
|
|
|
|
end |
|
|
|
|
end |
|
|
|
|
main character amnesia from alchemy gone wrong. |
|
|
|
|
main character badly in debt to loan shark |
|
|
|
|
everyone in town has some debt and don't talk about it |
|
|
|
|
most people don't like main character |
|
|
|
|
mc has to mend relationships with everyone in order |
|
|
|
|
to gather everyone together to defeat loan shark |
|
|
|
|
player controls a fairy assistant for alchemy |
|
|
|
|
possibly fairy is new to the atelier? |
|
|
|
|
early dialog esstablishes it's common knowledge that |
|
|
|
|
fairies can blink white (o) to confirm things or |
|
|
|
|
red (x) to be uncertain / ask a question |
|
|
|
|
|
|
|
|
|
function draw_door(open) |
|
|
|
|
palt(0x00, true) |
|
|
|
|
if open >=0.0 then fillp(0b1111111111111111) end |
|
|
|
|
if open > 0.1 then fillp(0b1011010111100101) end |
|
|
|
|
if open > 0.2 then fillp(0b1010010110100101) end |
|
|
|
|
if open > 0.4 then fillp(0b1010000110100100) end |
|
|
|
|
if open > 0.7 then fillp(0x0000) end |
|
|
|
|
rectfill(240-(96*open), 135-128, 240, 135, 0x00) |
|
|
|
|
sspr(200, 0,0,96,128, 240-(96*open), 135-128, 96*open, 128) |
|
|
|
|
palt() |
|
|
|
|
fillp() |
|
|
|
|
end |
|
|
|
|
maybe other colors at other timess but you get it, |
|
|
|
|
those are our two verbs - ask about something and |
|
|
|
|
suggest something |
|
|
|
|
|
|
|
|
|
interface is an apothecary cabinet you can open |
|
|
|
|
the drawerss of and ask about. you have to suggest |
|
|
|
|
ingredients to mix together for the cauldron |
|
|
|
|
|
|
|
|
|
at the beginning MC is unsure and doesn't know about |
|
|
|
|
your suggestions - "i guess i can look that up?", |
|
|
|
|
"maybe i'll try this?" because the player is guiding |
|
|
|
|
them. towards the end MC responds as though teaching |
|
|
|
|
the player fairy, like "that's right, that'll work!" |
|
|
|
|
and "good job, yeah!" to communicate that the MC |
|
|
|
|
is more confident and getting their mlemory of |
|
|
|
|
alchemy back |
|
|
|
|
|
|
|
|
|
the town generally ddoesn't like the alchemisst just |
|
|
|
|
because she's been kindda nasty and rude at times, |
|
|
|
|
just petty disagreements that have boiled over. |
|
|
|
|
she's known to be a decent alchemist though i guesss |
|
|
|
|
|
|
|
|
|
endgame is that you rally the town together to break |
|
|
|
|
free of the loan shark; it's hard too convince |
|
|
|
|
townsfolk both because they don't like you at first |
|
|
|
|
and also because the loans ARE legitimate. but it |
|
|
|
|
turnss out that the rest of the town also has debt |
|
|
|
|
to the shark and if you convince everyone you can both |
|
|
|
|
1. achieve independence from the supplies he sells |
|
|
|
|
(maybe he's the intermediary with the trader? or buys |
|
|
|
|
and ressells everything at a markup?) |
|
|
|
|
2. convince people to just reject the loanss/debt; |
|
|
|
|
quesstion here of whether they do this by force, |
|
|
|
|
whether cops exist, idk, this is explicitly passtoral |
|
|
|
|
fantasy. maybe at the end the player will muse about |
|
|
|
|
whether it's good to have mob rule, "no one in toown |
|
|
|
|
liked me, what if they threatened to burn down my |
|
|
|
|
shop?" "yeah, that would suck. maybe we could build |
|
|
|
|
something. but right now rule by mob is better than |
|
|
|
|
rule by loan shark!" idk this feels overly didactic |
|
|
|
|
but you get the idea |
|
|
|
|
|
|
|
|
|
this is really getting into the weeds of how we view |
|
|
|
|
the justice system but maybe he threatens to say |
|
|
|
|
"i'll send for the king's knights!" and the crowd is |
|
|
|
|
like "you can do that if you want, but by the time |
|
|
|
|
they get here your house will be burned down. |
|
|
|
|
alternately, you can keep your house and try to |
|
|
|
|
be friendly. maybe even contribute to the town. it's |
|
|
|
|
up to you. burn down your storehouse or genuinely |
|
|
|
|
connect with people?" |
|
|
|
|
|
|
|
|
|
definitely overly preachy but i like that |
|
|
|
|
|
|
|
|
|
------------------ |
|
|
|
|
script!!!!!!!!!!!! |
|
|
|
|
------------------ |
|
|
|
|
|
|
|
|
|
title screen |
|
|
|
|
new game or load? |
|
|
|
|
new game -> |
|
|
|
|
hester with her back to cauldrron holding a little fairy doll in pieces |
|
|
|
|
fairy shakes and then comes to life |
|
|
|
|
hester: "ahhh, the synthesis wworked! ... i think" |
|
|
|
|
hester: "a fairy like you should be a good help around the shop." |
|
|
|
|
hester: "you might noot be able to speak but you can flash white for yes and red for not sure" |
|
|
|
|
the whole time there's more and more bubbling in the cauldron |
|
|
|
|
hester: "you can be my hands across the atelier!" |
|
|
|
|
explosion! |
|
|
|
|
soot-covered hester stands up |
|
|
|
|
"what just happened." |
|
|
|
|
"wait a second. who am i." |
|
|
|
|
"alchemy books? a cauldron?" |
|
|
|
|
outside view of shop, Atelier Hester on the sign |
|
|
|
|
"Hester..." |
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back inside |
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"i must be an alchemist..." |
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loan shark arrives |
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"hester! you got the latest payment for me, girlie?" |
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"i'm afraid i don't knwo who i am - can you help me?" |
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"nice try. remember you owe me 4000Z by the end of the month. have a nice day!!!" |
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loan shark leaves |
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(SAVE POINT) |
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"am i... in debt?" |
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"i don't know hwo to do alchemy... but maybe these books..." |
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(player opens books) |
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"it looks like this one has recipes... this one has infoormation about ingredients... my head..." |
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(when quit uot of both books, old man comes in) |
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"hey, hester. can i get that purified water?" |
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"i don't knwo who i am" |
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"sorry, i can't hear so good these days - purified water? my usual order?" |
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(moves on when you've crafted purified water) |
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"thank you, hester. this will help me out. here's your payment." |
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(old man leaves) |
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"i guess i'll just try to... be an alchemist and pay off my debts..." |
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(SAVE POINT) |
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at the beginning MC is unsure and doesn't know about |
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your suggestions - "i guess i can look that up?", |
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"maybe i'll try this?" because the player is guiding |
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them. towards the end MC responds as though teaching |
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the player fairy, like "that's right, that'll work!" |
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and "good job, yeah!" to communicate that the MC |
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is more confident and getting their mlemory of |
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alchemy back |
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the town generally ddoesn't like the alchemisst just |
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because she's been kindda nasty and rude at times, |
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just petty disagreements that have boiled over. |
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she's known to be a decent alchemist though i guesss |
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endgame is that you rally the town together to break |
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free of the loan shark; it's hard too convince |
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townsfolk both because they don't like you at first |
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and also because the loans ARE legitimate. but it |
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turnss out that the rest of the town also has debt |
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to the shark and if you convince everyone you can both |
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1. achieve independence from the supplies he sells |
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(maybe he's the intermediary with the trader? or buys |
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and ressells everything at a markup?) |
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2. convince people to just reject the loanss/debt; |
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quesstion here of whether they do this by force, |
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whether cops exist, idk, this is explicitly passtoral |
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fantasy. maybe at the end the player will muse about |
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whether it's good to have mob rule, "no one in toown |
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liked me, what if they threatened to burn down my |
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shop?" "yeah, that would suck. maybe we could build |
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something. but right now rule by mob is better than |
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rule by loan shark!" idk this feels overly didactic |
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but you get the idea |
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this is really getting into the weeds of how we view |
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the justice system but maybe he threatens to say |
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"i'll send for the king's knights!" and the crowd is |
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like "you can do that if you want, but by the time |
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they get here your house will be burned down. |
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alternately, you can keep your house and try to |
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be friendly. maybe even contribute to the town. it's |
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up to you. burn down your storehouse or genuinely |
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connect with people?" |
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definitely overly preachy but i like that |
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:: .info.pod |
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b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTA0LTEyIDE2OjM3OjU3IixydW50aW1lPTUsc3RvcmVk |
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PSIyMDI0LTA0LTE0IDAzOjIyOjU3Iix3b3Jrc3BhY2VzPXt7bG9jYXRpb249Im1haW4ubHVhIzE1 |
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Iix3b3Jrc3BhY2VfaW5kZXg9MX0se2xvY2F0aW9uPSJzX3Nob3AubHVhIzM4Iix3b3Jrc3BhY2Vf |
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aW5kZXg9MX0se2xvY2F0aW9uPSJzX2RyYXdlci5sdWEjMSIsd29ya3NwYWNlX2luZGV4PTF9LHts |
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b2NhdGlvbj0ic19ib29rLmx1YSMzOSIsd29ya3NwYWNlX2luZGV4PTF9LHtsb2NhdGlvbj0iZ2Z4 |
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LzAuZ2Z4Iix3b3Jrc3BhY2VfaW5kZXg9Mn19XV1sejQABAAAAAMAAAAwbmls |
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:: [eoc] |
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