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@ -4,186 +4,8 @@ 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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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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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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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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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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------------------ |
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script!!!!!!!!!!!! |
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------------------ |
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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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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?" |
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|
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definitely overly preachy but i like that |
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:: art.lua |
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--[[pod_format="raw",created="2024-03-31 01:52:08",modified="2024-04-17 14:41:47",revision=674]] |
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--[[pod_format="raw",created="2024-03-31 01:52:08",modified="2024-04-23 02:42:09",revision=695]] |
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function bob(s, x, y, w, h, t) |
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sspr(s, 0, 0, w, h, x+t/2, y-t/2, w-t, h+t) |
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end |
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@ -248,10 +70,13 @@ function wrap(str, line_length) |
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end |
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function collides(position, object) |
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if DEBUG then |
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rect(object.left, object.top, object.right, object.bottom, 8) |
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end |
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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="2024-04-17 14:41:47",revision=671]] |
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--[[pod_format="raw",created="2024-04-03 19:46:51",modified="2024-04-23 02:36:18",revision=694]] |
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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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@ -262,6 +87,7 @@ function Cabinet:new(x, y, gaps) |
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hover_plant = nil, |
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height = 4*(gaps+16) |
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} |
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-- populate the big drawers |
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local xoff = x |
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for i=0,0 do |
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@ -426,7 +252,7 @@ function Conversation:after() |
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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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--[[pod_format="raw",created="2024-04-03 17:32:32",modified="2024-04-23 03:08:39",revision=432]] |
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Fairy = { |
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velocity = 1, |
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accel_frames = 20, |
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@ -444,14 +270,14 @@ function Fairy:new(ff) |
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end |
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function Fairy:draw() |
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if flr(30*t()) % 2 == 0 then |
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if flr(10*t()) % 2 == 0 then |
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spr(5, self.x-8, self.y-8, self.f) |
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else |
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spr(6, self.x-8, self.y-8, self.f) |
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end |
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end |
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function Fairy:move() |
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function Fairy:update() |
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if self.velocity < self.max_velocity then |
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self.velocity += (self.max_velocity - self.min_velocity) / self.accel_frames |
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end |
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@ -467,6 +293,18 @@ function Fairy:move() |
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if btn(1) then self.f = false end |
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if btn(0) then self.f = true end |
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if btnp(4) then |
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local glow = Glow:new(self.x, self.y) |
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glow.start_color = 7 |
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glow.end_color = 12 |
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add(animations, glow) |
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end |
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if btnp(5) then |
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local glow = Glow:new(self.x, self.y) |
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add(animations, glow) |
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end |
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end |
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Glow = {} |
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@ -499,7 +337,7 @@ 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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NC0xNyAxNDo0MTo0NyIscmV2aXNpb249MTE4N11dbHo0AOIcAAASZAAA8Rp7WzBdPXtibXA9cHh1 |
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NC0yMyAwMzoxOTo0NSIscmV2aXNpb249MTI2NF1dbHo0ANMdAAAZZwAA8Rp7WzBdPXtibXA9cHh1 |
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AEMgEBAE8PAsZmxhZ3M9MCxwYW5feD0wLjM3NQwA_wJ5PS0wLjEyNSx6b29tPTV9LDoAkCR6cAoP |
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HU8eCgcAcD8ODx4KYBoJAP8CDRpQCh8dPw4dClAKDx1fDg0IAAT-Aw8eClAKDl8ODgpQCn4KUJrw |
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A4sAJqUGOrAKHxMKsAoeBADwAKAaHhqQCgMOEQqQCgMPEgcAPQ4dAQYArw4KkAo_CpBa8AV9ACYQ |
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@ -528,118 +366,125 @@ D20HBQImAQ9tBwcBIAAPbQcKTwOQA31tBw1PA5ADjW0HCE8DkAOdbQcDAKkEGVBtBwASABJ_bQcA |
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NDOGByv-ln4FKC0zhwcWMn8FHDLPBfAK8P_iKvANCgMK8AwaAwrwCEoDAArwCAoDIAgAIwU6CABQ |
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CgMQAwACAGQa8AQKAAMCAB8KDgAKRAE6AAMCAPAOSsAK-xIBCsAqzirgCs4K8AEarhrwAgquCvAD |
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DgQQHgAa4DoALgAEDxQzCvAACi4AHiQNPgoAUQAuEAMkCgDgICQQFBAq8AAKHhQANCOwAKBeJBAa |
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8AEKfhQeSgAhLkAIANIaYBQQSuAK7xgK4ArsBAChGswa8AAKzArwAQUAfxqsGvACypDZACfwDl1K |
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Cg8e-gHwMP4FBT7wPD4FnhUO8EAOFZ518DZ1rvUE8Bz1BM71Qv4A9T7_BPU6-gv1MP4c9Rj_Ch3_ |
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Th3_Ti3_TE3_Sl0DAE9N-kw9AwAEES05AAUDACAN-k8DNP81DREABVkABTIAAmIAQW3_SH0DAPtY |
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Lv0T-iz9Ff4q-Rj_Jv0b-iT9Hv4g-SH_Hv0k-hr9Kf4U-S7_EP00-gj9Pd79GXoBdC01LjE1ODMB |
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AASEAVcxNC44MBcAAY4BGTOOAfAnQEAE8P9aIh8Y8CZCXvAgQq7wG0L_AfAWMv4CIh7wEEL_AUJe |
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8ApC-gIyrvAFQv4CQv4A8AEiCADwPQbg-gFCfni_0M4yToheGL7AfkJOSO4YrsBOIn4oPvgBvrDe |
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mL4YDhi_oB4CnjjuSB4YzpAeAgeOCB4YrjheCO6AHgIHfhguGH4ofhgNANAPDwduCE4YTih_KP4A |
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HQBgDX4IThgeDwDwGgKAHgIdB24IXjhuOP4DoB4NBw1uGF4YLlj_AgcdwB4dB27I-gMHPRfAGgDy |
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BP4UBy03HcAuHQf_Dwc9Nw0aFw4YAHANLUcdSi6wGQCRCB8OHUctah7QGQDwCAVsFy0nDkoO8AEe |
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Cf42-Qv_NP0N-jL9D-4w-RH_Lv0T-iz9Ff4q-Rj_Jv0b-iT9Hv4g-SH_Hv0k-hr9Kf4U-S7_EP00 |
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-gj9Pd79GXoBIw75CA8-AP9VDi4DD3kAHP8LcP8SGPAc-jDwCv488AL_QPAF-jbwF-4c8GlWAC-- |
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Be4-Hf4d8Ar_BT3_Ez2_8AL_Lj3eYAAz8AYSDx0AHgAO4F8e8DP-EgZ-Hp8SAA4CAP8d8BZNDx5t |
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DvBJDnAO8Cg_8BIO8CheIP8A-xYtXv0n8AqdPq1ufXL9DPAC-QEy-QVyXVL9AvAF-SJyvfAX-RZS |
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hAApESaEAPA1EA7wTw7wSA4QDxIgDvBIHg1wDvBDDUAdIA4ADcBN8DQeHQANII0u-QwQTfAVTQAO |
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zU79F-AKnQ4NHj0SXU6Nkm0S-QGdAP8KIv0Ekk1y-QHwBZ0S-RUSHgIuEq3wF-0VYqMAKfAK-1gv |
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HvARFvApTvBDDxJQHgc_TfA9bW79Co0A8RotMh0SjU5NQi1CbR698Ap9wl0uTTIN0h0eAg1CrfAC |
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zYJdQm2STSIeIpUAjyL9B0Itcj4ilQAu8EhzHx5wHvBGDvAUJvAdLvAdJvAfDvADDvBMPvAJFvAi |
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HlAu8EYeMC8SDg2QHvADFvAiDVAOLQ4NDk3wPc0OHSJNYl0_AE3wFaINIo0Osg1iLV4ibSAi8AS- |
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APMREi0O8gJegh1C8AKNsi49cg0ukk0CXlK98AWdMl0CvXLAAH89Mk1SHYJtxQApoZom8E0m8K4W |
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PfIKvAAq8Ej6LxbwTS7wrQYF8CIGgAZgPx4wBvANMvAbQkBdYDKABQaQQsAS8AQPEgDSHF3yA7BS |
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wDLwAC0M8gBdcgwSHHIMMjBC8ABSEKItEgziPRIMTxMtUityDGLJAP8eTUI7EiviPfII8AEMIgwS |
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HOI7clsiWz2yW2LwBTzyFwzyARwyLPAXEhzyChyywwAo8xMaTx6QHvC7LgAvFvAhXqAO8AMuMC3w |
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Nh4QDvBEHoAOAE6w3QD0BzAeAA4QDjAGXvAHMsAy0F5QQmAOAB7mAPEPQrB_oi4CDjIOQn5SsFLA |
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XoKLYvAFUjvyAnvyAgtS5wAf8uMEKfE5OAUwBfBLNfBLRfB7Px7wHhXwGq4wBvAKBvAIHxOQTaAu |
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F25gBuBeoBWgLQINsDKALgeeIELAjjA_wELAQnAeB66CLgIOIl4H2gDggi0A-gPiHgeeAg0yPhLY |
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APAdws5SPRJtAt4CbTINYvABEi1yrm0SLWItAp5STaLwAXIdMn4CbVJdIj1ego3ZAP4BPQ7yAd2y |
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MAbwCBZQFvAFBx8ccAbwAwcvGi8cED4G8AEHbxoeTQbwAAfdBQBzHQutBvAABgcA-wgtC50G8AEG |
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vQbwAwadBvAFFl0W8AhWwBIVJQK8Id-2MPAPBv8aMAbwDgb_BgD-LlEwnxjwAAkAUw0GUAYNDAAS |
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nQgAEGD8ARkDCgASthAAE5AYAE_gBvACCAAII2ZAEAA-UAYwCgAdUFbwA-Yw8gEfYy8CFB8yXQMn |
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DzoA-----------------9nwI2CABPD-JL8U8ED_AvA8-gbwOT8V-gTwNz3_BfA1Tf4H8DNN-gjw |
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Mk3_CvAwTf4L8C9dBQD4AE3_DPAuXf4N8C1N-g3wLgUAMwzwLwUAMQsPDwcAEDwmAPAMCTzwLBxN |
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-gg88C4cPf4HLA8X8DFN-gULHAsMCQDwrAQMCwwLDPAzTb4tLg8ZHAsc8DNdjj0uGjzwNV1ObR4q |
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PPA2-QFKPPA3zXos8DkKTdoc8Dv6AwzwO5oMivA7amx68DpafHrwOVofHAxpavA4WqlaOfA0WslK |
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OfA0SgDpKknwMyogmS8QKQpZ8DQKSEn4BPAw_BHwLmgPCvgM8CtoFygn_AfwKfgDNzgXqPAoJ-gM |
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B7jwIgf4EieI8CH4FgeI8CD4GAd48CD4GSc48B-4IfAf_CLwHfggBxgGAPEHFxjwHPghByjwG-gl |
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8Bv4JvAaKAn4IgYA8CMOCfgE8BoYCfgOGSgJ_ADwGRgJ_A8ZGAmYB1jwGAgZ_BAJKAmIB1jwGQn4 |
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ERkoCRgJWBkAVAn4Eik4CwDxAhQZGBlYF1jwFwn4FRkIGWgHCwCBGBno8BYJ_Bk_AGQUGfgVGRgL |
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AFAUCTgZ6AkAEBpyAIITGfgaGYgXOAkARvgA8BIIABEbiACBEQn4HAmoB0gJACQZmAkAsPgB8BAZ |
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_BspqAc4CQCmHBm4BzjwDwn4HQkAocgHGPAQCfgcKdhOACApyGUAMBOpuH0A8AEPSXgZqPAVGfgO |
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GbgZiPAXQgDyAQggGPAaKfgbGQjwHyn4HAkHABAZBgDwJBo5DwzwHin4GFkG8B8Z_BdpLfAdGfgU |
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aQYJTfAcGfgReQZt8B4J_A6ZbRXwHhn4CpmNJQgAUAapFm1VCQDyQgK5Fn2F8B4ZyMkGjcXwHgmY |
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uc3V8B8JWKnd9QLwH8kGzfUFAAXwHpkVjfUN8B5prfUPAAXwHQ0ZvfUV8Bvd9RjwGY0FDfUc8Bkt |
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9STwGT0FDQIAovUc8Bgt9SbwFy0QAEMFDfUdEgAGJACkHvAVPfUo8BQtFRIAhiDwFC31KvASJACF |
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IvASLfUs8BASAAEUAIUQLfUsAAXwD14AABYAmQ8G8A899SoAFRgAA1gAiw8t9S0ABfAM7wNuLTI5 |
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LjEwHTlIMzguNzQ5D5ZDAAEEBPEt---DbxTwRe7wPD8Vfile8Dhdjile8Dc9DkluCW7wNj0OWe7w |
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NT0OaW4KbvA0HT5p7vA0DU5Z-gDwNG5JBgDwhClurxnwNN7c8DQZjvwB8DQZbvwDEB8P8DAZXvwD |
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EBvwMRle-AILACvwMW6c2-Axbozb8DJejJsfHyvwMl58iyg78DJebEsIGygnG-AzXlwrOEsfDgcL |
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8DReLB8XGyhLCBsfDivwMx57HxcYCxcPDisYW-AzDpsPFwsnHw47GEvwMx5LHxdLFx8OSwhL8DM_ |
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Ky8XuxYA8CcNTgwLFrsIW-AzPR4s6xgr8DM9DhwALKsoO-AzLQ5siyhLHxzwNYxrGFsGDxAfHPA0 |
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jADLBi8KAPJJMqyrFgU-EBXwMQwAfKsGG0Ql8DCc20QVFPAvrMtEJZTwJ4xFixUkRaTwJIwFNBV7 |
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JQQF9AHwInwVRCV7JfQBFfAgfAWEBWsl9AMF8CBsBZQFaxr0BfAgXAoA8UEG8B9cBZQVawoF9Abw |
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HkwABZQVWw8MCgX0B-AeLAAldAUEFTsTGvQH8CEVBBVkBRQFSgUapAW08B8VChQlRAUUGlQKpAXE |
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8BwVAwpEJSQFpA4A8AYaFQQKdCUEBbQKlAXU8BgVxCXECoQKAFAFAwrEFQwA8Ark8BYFAwr0FwX0 |
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APAVBQr0GBX0APATFfQaCABgEgX0EgqECgDzABEF9BMKdAAF9ALwDwX0FAsAcA4F9BUKZBALABAN |
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CwARdAsAQQwF9BYhADQD8AsLAKEE8AoF9B8AFfQDCQAQEB0AMgr0IAgAUNQV9BAQGwDyAQgF5AX0 |
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CApkIBX0AvAI9AANADIl9AENAIUJCkQQFRQl5A4AQQAVRAUOAGAV9AgKRAA6ATAI9AEbAB80DQAC |
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wRX0DQAF9AXwCPQDBQsAMwTwCQsAUAQq1PALDACADCAaBBq08AwMAMAICiQQCjQalPAN9AJjAKAk |
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AApUCoTwDvQCVwAADgBAGmTwDw4AkgoKJBVUClTwEA0AYTQFVBo0BQ4A8QQEdfQBCjQFZAokBfAR |
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5FVkBfQADwCBFAXwEvQNBeQNAHAEBfATBfQMHACzJAVkCgXwFAX0CxUOAMHwFQX0DBrkCiQFClQN |
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AHALOvQCevAXaQBgFFpE6-AYCgBSZBoU6xYLAIB0CgTbBivwGaUAVIQK6xYbFwBBywYrBg0AUQkK |
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dArbDQASFyUAAA0AMQvwGAwAhGs-BTsGGwYLKQAxS2IrDwABUABEVBorgg8AUdS1WuIbDABiGgVk |
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dfIOGADyEhtlbfIOOwYLAhvwGo0CDfISKwYLQvAZLfIcC2LwGT0CDQIAEPJIBVLyJfAYLRAAgAIN |
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8h7wFy3ySAUCEAABEgAwFT3ySAUUEhIAAEgFEPJIBQIQADACDfJIBRDySAUnAg0UAGUQLfIu8A9c |
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AJ8CDfIk8A498i4oBSwPoAknD4gK-yAg-xTEGvEBfPQ--gEE-xU9BP4BBP08DgcAIDseBwBBLfQ3 |
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LggATwT_NQQKAP80BFIBIfQ4YgExHfQ6cQFyDfQ9-gH0P70wMf--6JQBH-2TAf92H1z2GyID5gny |
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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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|
|
:: library.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-10 00:24:20",modified="2024-04-17 14:41:47",revision=104]] |
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|
--[[pod_format="raw",created="2024-04-10 00:24:20",modified="2024-04-23 03:19:45",revision=180]] |
|
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|
|
plant_descriptions = { |
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|
|
|
[-1]={{"i don't know what that is. where did you find this?"}}, |
|
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|
|
[13]={{"these are chives. are we sure this is for alchemy?"}}, |
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|
[14]={{"this is foxglove"}}, |
|
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|
|
} |
|
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|
|
ingredient_descriptions = { |
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|
|
["reagent green"]={{"blah blah reagent green blah blah"}} |
|
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|
|
} |
|
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|
|
function get_conversation(plant) |
|
|
|
|
local id = plant[1] |
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|
|
|
return plant_descriptions[id] or plant_descriptions[-1] |
|
|
|
@ -657,7 +502,7 @@ book_pages = { |
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|
} |
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|
:: main.lua |
|
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|
--[[pod_format="raw",created="2024-04-02 02:59:37",modified="2024-04-17 14:41:47",revision=1056]] |
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|
--[[pod_format="raw",created="2024-04-02 02:59:37",modified="2024-04-23 03:19:45",revision=1131]] |
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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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|
@ -751,7 +596,7 @@ CADSeT0wLHRpbGVfaD0xNgoAEHcKAIB6b29tPTF9fQ== |
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|
|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
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|
MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
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|
|
:: s_book.lua |
|
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|
|
--[[pod_format="raw",created="2024-04-14 02:34:41",modified="2024-04-17 14:41:47",revision=92]] |
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|
--[[pod_format="raw",created="2024-04-14 02:34:41",modified="2024-04-23 02:42:38",revision=126]] |
|
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|
|
BookScene = { |
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|
|
extension = 0, |
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|
|
behind = nil, |
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|
|
@ -792,12 +637,12 @@ end |
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|
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|
|
function BookScene:draw() |
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|
|
self.behind:draw(true) |
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|
|
|
|
|
|
if self.fairy ~= nil then self.fairy:draw() end |
|
|
|
|
|
|
|
|
|
spr(self.background, 20, 135-self.height) |
|
|
|
|
print(wrap(self.pages[self.index],80), 36, 135-self.height+10, 20) |
|
|
|
|
print(wrap(self.pages[self.index+1],80), 130, 135-self.height+10, 20) |
|
|
|
|
|
|
|
|
|
if self.fairy ~= nil then self.fairy:draw() end |
|
|
|
|
end |
|
|
|
|
:: s_conversation.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-05 14:55:45",modified="2024-04-14 02:34:19",revision=129]] |
|
|
|
@ -846,19 +691,37 @@ function Conversation:after() |
|
|
|
|
change_scene(self.behind) |
|
|
|
|
end |
|
|
|
|
:: s_drawer.lua |
|
|
|
|
--[[pod_format="raw",created="2024-04-05 00:59:36",modified="2024-04-14 20:06:16",revision=296]] |
|
|
|
|
--[[pod_format="raw",created="2024-04-05 00:59:36",modified="2024-04-23 03:19:45",revision=358]] |
|
|
|
|
DrawerScene = { |
|
|
|
|
extension = 0, |
|
|
|
|
behind = nil, |
|
|
|
|
inset = 60, |
|
|
|
|
contents = { |
|
|
|
|
title = "reagent green", |
|
|
|
|
small_graphic = 128, |
|
|
|
|
large_graphic = 129, |
|
|
|
|
|
|
|
|
|
}, |
|
|
|
|
fairy = nil, |
|
|
|
|
interior_collider = {}, |
|
|
|
|
contents_collider = {} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
function DrawerScene:new(drawer) |
|
|
|
|
c = {extension=0, behind=nil, inset=60} |
|
|
|
|
if drawer.size > 16 then c.inset=30 end |
|
|
|
|
|
|
|
|
|
setmetatable(c, self) |
|
|
|
|
self.__index = self |
|
|
|
|
|
|
|
|
|
c.interior_collider = {left=c.inset, top=0, right=240-c.inset, bottom=c.extension} |
|
|
|
|
c.contents_collider = { |
|
|
|
|
left=120-96/2, |
|
|
|
|
top=10, |
|
|
|
|
right=120+96/2, |
|
|
|
|
bottom=10+96, |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
return c |
|
|
|
|
end |
|
|
|
|
|
|
|
|
@ -870,20 +733,42 @@ function DrawerScene:before() |
|
|
|
|
end, 0.5) |
|
|
|
|
}) |
|
|
|
|
self.before = function() end |
|
|
|
|
self.fairy = self.behind.fairy |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
function DrawerScene:update() |
|
|
|
|
if btnp(5) then play_script({ |
|
|
|
|
Script.len(function(s) |
|
|
|
|
self.extension = 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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|
self.interior_collider.bottom = self.extension |
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|
if (btnp(5) or btnp(4)) and not collides(self.fairy, self.interior_collider) then |
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|
play_script({ |
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|
Script.len(function(s) |
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|
self.extension = 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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|
}) |
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|
end |
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|
if collides(self.fairy, self.contents_collider) then |
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|
if btnp(4) then |
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|
add(self.behind.tray, {self.contents.small_graphic}) |
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|
end |
|
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|
if btnp(5) then |
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|
change_scene(Conversation:new(ingredient_descriptions[self.contents.title])) |
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|
end |
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|
end |
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|
self.fairy:update() |
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|
end |
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|
function DrawerScene:draw() |
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|
self.behind:draw() |
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|
draw_drawer(self.extension, self.inset) |
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|
spr(self.contents.large_graphic, |
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|
self.contents_collider.left, |
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|
self.extension - 115 + self.contents_collider.top) |
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|
self.fairy:draw() |
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|
end |
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|
function draw_drawer(distance, inset) |
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|
@ -905,7 +790,7 @@ 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="2024-04-17 14:41:47",revision=279]] |
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--[[pod_format="raw",created="2024-04-05 14:55:27",modified="2024-04-23 03:19:45",revision=394]] |
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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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@ -925,7 +810,21 @@ door_open = 0 |
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book_1 = {left=10, right=74, top=100, bottom=164} |
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book_2 = {left=70, right=134, top=100, bottom=164} |
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shop_screen = {} |
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shop_screen = { |
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fairy = Fairy:new(), |
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tray = {}, -- list of selected ingredients, up to 3? |
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|
tray_slots = {} |
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} |
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for i=1,3 do |
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shop_screen.tray_slots[i] = { |
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left=108+i*32, |
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right=108+i*32+32, |
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top=135-4-32, |
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bottom=135-4 |
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|
} |
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|
end |
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|
function shop_screen:draw(hide_fairy) |
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|
cls() |
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|
@ -936,27 +835,38 @@ function shop_screen:draw(hide_fairy) |
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palt(30, true) |
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|
palt(0, false) |
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|
spr(16, 240-100, 135-49) |
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|
spr(64, 240-100, 135-49) |
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palt(30, false) |
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|
palt(0, true) |
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|
spr(21+flr(2*t()%11), 240-100, 135-52) |
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|
spr(72+flr(2*t()%11), 240-100, 135-52) |
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|
-- countertop! |
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|
draw_counter(20) |
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|
if collides(fairy, book_1) then spr(18, book_1.left, book_1.top) |
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|
if collides(self.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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|
|
if collides(self.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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|
|
for idx, box in ipairs(self.tray_slots) do |
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|
|
local ingredient = self.tray[idx] |
|
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|
|
if ingredient ~= nil then |
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|
|
spr(ingredient[1], box.left, box.top) |
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|
|
|
end |
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|
|
end |
|
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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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|
|
if not hides_fairy then fairy:draw() end |
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|
|
if not hides_fairy then self.fairy:draw() end |
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|
|
draw_door(door_open) |
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|
|
for idx, box in ipairs(self.tray_slots) do |
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|
|
if collides(self.fairy, box) then end |
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|
|
|
end |
|
|
|
|
end |
|
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|
|
function draw_counter(height) |
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|
|
@ -969,26 +879,31 @@ function draw_counter(height) |
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|
|
end |
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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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|
|
self.fairy:update() |
|
|
|
|
cabinet:update(self.fairy.x, self.fairy.y) |
|
|
|
|
if btnp(4) then |
|
|
|
|
local glow = Glow:new(fairy.x, fairy.y) |
|
|
|
|
glow.start_color = 7 |
|
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|
|
glow.end_color = 12 |
|
|
|
|
add(animations, glow) |
|
|
|
|
|
|
|
|
|
local drawer = cabinet:drawer_at(fairy.x, fairy.y) |
|
|
|
|
local drawer = cabinet:drawer_at(self.fairy.x, self.fairy.y) |
|
|
|
|
if drawer then change_scene(DrawerScene:new(drawer)) end |
|
|
|
|
|
|
|
|
|
if collides(fairy, book_1) then change_scene(BookScene:new(007, book_pages[1])) end |
|
|
|
|
if collides(fairy, book_2) then change_scene(BookScene:new(012, book_pages[2])) end |
|
|
|
|
if collides(self.fairy, book_1) then change_scene(BookScene:new(007, book_pages[1])) end |
|
|
|
|
if collides(self.fairy, book_2) then change_scene(BookScene:new(012, book_pages[2])) end |
|
|
|
|
|
|
|
|
|
if cabinet.hover_plant ~= nil and #self.tray < #self.tray_slots then |
|
|
|
|
add(self.tray, cabinet.hover_plant) |
|
|
|
|
end |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
if btnp(5) then |
|
|
|
|
add(animations, Glow:new(fairy.x, fairy.y)) |
|
|
|
|
add(animations, Glow:new(self.fairy.x, self.fairy.y)) |
|
|
|
|
if cabinet.hover_plant ~= nil then |
|
|
|
|
change_scene(Conversation:new(get_conversation(cabinet.hover_plant))) |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
for idx, box in ipairs(self.tray_slots) do |
|
|
|
|
if collides(self.fairy, box) then |
|
|
|
|
deli(self.tray, idx) |
|
|
|
|
end |
|
|
|
|
end |
|
|
|
|
end |
|
|
|
|
end |
|
|
|
|
|
|
|
|
@ -1153,7 +1068,7 @@ v-gPQAANQP--sPBwCgD--2Qf-wEAl1D-----Hw== |
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|
|
b64$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTAzLTI5IDAxOjE0OjUxIixzdG9yZWQ9IjIwMjQtMDMt |
|
|
|
|
MjkgMDE6MTQ6NTEiXV1sejQABAAAAAMAAAAwbmls |
|
|
|
|
:: shop.lua |
|
|
|
|
--[[pod_format="raw",created="2024-03-29 01:14:51",modified="2024-04-05 14:54:05",revision=1117]] |
|
|
|
|
--[[pod_format="raw",created="2024-04-23 01:22:37",modified="2024-04-23 01:22:37",revision=0]] |
|
|
|
|
-- this manages the main shop interface, where you look at the cupboard and plantss |
|
|
|
|
-- and sstuff. |
|
|
|
|
include("art.lua") |
|
|
|
@ -1178,7 +1093,7 @@ function shop_screen.draw() |
|
|
|
|
-- alchemist! |
|
|
|
|
bob(alchemist_sprite, 0, 7, 96, 128, alchemist_bob) |
|
|
|
|
|
|
|
|
|
fairy:draw() |
|
|
|
|
spr(64, 240-96, 135-96) |
|
|
|
|
|
|
|
|
|
-- countertop! |
|
|
|
|
draw_counter(14) |
|
|
|
@ -1188,6 +1103,8 @@ function shop_screen.draw() |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
draw_door(door_open) |
|
|
|
|
|
|
|
|
|
fairy:draw() |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
function draw_counter(height) |
|
|
|
@ -1220,4 +1137,189 @@ function draw_door(open) |
|
|
|
|
palt() |
|
|
|
|
fillp() |
|
|
|
|
end |
|
|
|
|
:: story.txt |
|
|
|
|
--[[pod_format="raw",created="2024-03-30 15:58:22",modified="2024-04-11 01:41:32",revision=208]] |
|
|
|
|
ATELIER HESTER |
|
|
|
|
|
|
|
|
|
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 :) |
|
|
|
|
|
|
|
|
|
-------------- |
|
|
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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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|
|
|
|
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|
|
you look at the things in the cubbies and label them? |
|
|
|
|
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? |
|
|
|
|
drag a label from the book to the drawer/plant? |
|
|
|
|
|
|
|
|
|
-------------- |
|
|
|
|
plot ddetails follow!!! |
|
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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 |
|
|
|
|
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 |
|
|
|
|
|
|
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|
|
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, |
|
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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 |
|
|
|
|
|
|
|
|
|
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..." |
|
|
|
|
back inside |
|
|
|
|
"i must be an alchemist..." |
|
|
|
|
loan shark arrives |
|
|
|
|
"hester! you got the latest payment for me, girlie?" |
|
|
|
|
"i'm afraid i don't knwo who i am - can you help me?" |
|
|
|
|
"nice try. remember you owe me 4000Z by the end of the month. have a nice day!!!" |
|
|
|
|
loan shark leaves |
|
|
|
|
(SAVE POINT) |
|
|
|
|
"am i... in debt?" |
|
|
|
|
"i don't know hwo to do alchemy... but maybe these books..." |
|
|
|
|
(player opens books) |
|
|
|
|
"it looks like this one has recipes... this one has infoormation about ingredients... my head..." |
|
|
|
|
(when quit uot of both books, old man comes in) |
|
|
|
|
"hey, hester. can i get that purified water?" |
|
|
|
|
"i don't knwo who i am" |
|
|
|
|
"sorry, i can't hear so good these days - purified water? my usual order?" |
|
|
|
|
(moves on when you've crafted purified water) |
|
|
|
|
"thank you, hester. this will help me out. here's your payment." |
|
|
|
|
(old man leaves) |
|
|
|
|
"i guess i'll just try to... be an alchemist and pay off my debts..." |
|
|
|
|
(SAVE POINT) |
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|
|
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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$LS1bW3BvZCxjcmVhdGVkPSIyMDI0LTA0LTIzIDAxOjEzOjI4IixydW50aW1lPTUsc3RvcmVk |
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PSIyMDI0LTA0LTIzIDAzOjE5OjQ1Iix3b3Jrc3BhY2VzPXt7bG9jYXRpb249Im1haW4ubHVhIzUy |
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Iix3b3Jrc3BhY2VfaW5kZXg9MX0se2xvY2F0aW9uPSJsaWJyYXJ5Lmx1YSM2Iix3b3Jrc3BhY2Vf |
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aW5kZXg9MX0se2xvY2F0aW9uPSJzX3Nob3AubHVhIzMwIix3b3Jrc3BhY2VfaW5kZXg9MX0se2xv |
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Y2F0aW9uPSJzX2RyYXdlci5sdWEjNjQiLHdvcmtzcGFjZV9pbmRleD0xfSx7bG9jYXRpb249Imdm |
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eC8wLmdmeCIsd29ya3NwYWNlX2luZGV4PTJ9fV1dbHo0AAQAAAADAAAAMG5pbA== |
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:: [eoc] |
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