// test scripts test_sequence:0 -> [start_sequence:towerCollapse] test_dialog:0 -> [dialog:choice:npc_lost_boy_0:choice_Nope:choice_Cant] test_dialog_1:0 -> [dialog:choice:npc_hippo_0:choice_Nope:choice_Cant] test_dialog_2:0 -> [dialog:choice:npc_hippo_0:choice_Nope:choice_Cant:choice_Cant] test_dialog_3:0 -> [dialog:choice:npc_hippo_0:choice_Nope:choice_Cant:choice_Nope:choice_Cant] test_sign_0:0 -> [music:53:1] -> [stop_music:3000:1] test_sign_1:0 -> npc_tracy_8 // overworld overworld:0 -> [set:dungeon_1:0] -> [set:dungeon_2:0] -> [set:dungeon_3:0] -> [set:dungeon_4:0] -> [set:dungeon_5:0] -> [set:dungeon_6:0] -> [set:dungeon_7:0] -> [set:dungeon_8:0] -> [set:crystal_hard:0] -> [set:pondReset:0] -> [set:rabbit_0Jump:533] -> [set:rabbit_1Jump:533] -> [set:rabbit_3Jump:533] -> [path:overworldMusic] // before the sword is collected the overworld music is changed overworldMusic:introMusic:1 -> [music:28:1] overworldMusic:0 -> // before the sword is collected the house music is changed houseMusic:introMusic:1 -> [music:28:1] houseMusic:0 -> bowWowHouse:villageAttacked:1 -> [set:npc09Jump:1125] -> [set:npc09Range:128] -> [music:13:2] bowWowHouse:0 -> ocarina:0 -> ocarina // dungeon intro text dungeon_1:0 -> dungeon_1 -> [set:1] dungeon_1:1 -> dungeon_2:0 -> dungeon_2 -> [set:1] dungeon_2:1 -> dungeon_3:0 -> dungeon_3 -> [set:1] dungeon_3:1 -> dungeon_4:0 -> dungeon_4 -> [set:1] dungeon_4:1 -> dungeon_5:0 -> dungeon_5 -> [set:1] dungeon_5:1 -> dungeon_6:0 -> dungeon_6 -> [set:1] dungeon_6:1 -> dungeon_7:0 -> dungeon_7 -> [set:1] dungeon_7:1 -> dungeon_8:0 -> dungeon_8 -> [set:1] dungeon_8:1 -> // maria in the house marin_intro:0 -> maria_0_0 -> [set:maria:1] -> [set:tarin:0] -> [set:introMusic:1] maria:1 -> maria_0_1 // maria standing outside and singing // tarin is missing marin_start_singing:0 -> [wait:dialogOpen:0] -> [set:maria_sing:1] marin_start_singing_animals:0 -> [wait:dialogOpen:0] -> [set:maria_sing_animals:1] maria:2 -> maria_1_0 -> [path:marin_start_singing] maria:1_1 -> maria_1_1 -> [path:marin_start_singing] // tarin sleeping maria:1_2 -> maria_1_2 -> [path:marin_start_singing] maria:4 -> maria_1_8 -> [set:3] maria:marin_thanks:1 -> marin_5_0 -> [set:marin_thanks:] // tarin is back -> sing maria:maria_state:1 -> [check_item:ocarina_maria:1:learned_song] -> [path:maria_learned_song] // in the right village maria:maria_state:4 -> [check_item:ocarina_maria:1:learned_song] -> [path:maria_learned_song_2] maria:maria_state:6 -> [check_item:ocarina_maria:1:learned_song] -> [path:maria_learned_song_3] // coming out of the dungeon marin_dungeon_leave:marin_dungeon_hearts:1 -> marin_dungeon_hearts marin_dungeon_leave:marin_dungeon_hearts:2 -> marin_dungeon_hearts_alt marin_dungeon_leave:marin_dungeon_time:1 -> marin_dungeon_leave_time marin_dungeon_leave:0 -> marin_dungeon_leave // digging while marin is following the player dig_dialog:maria_state:3 -> [countdown:100] -> marin_digging dig_dialog:0 -> break_pot:maria_state:3 -> [path:marin_break_pot_dungeon] break_pot:0 -> // dont show the message in the dungeon when marin is not following the player marin_break_pot_dungeon:maria_dungeon:0 -> [path:marin_break_pot] marin_break_pot_dungeon:maria_dungeon:1 -> marin_break_pot:0 -> [countdown:275] -> marin_pot_0 -> [set:1] marin_break_pot:1 -> [countdown:275] -> marin_pot_1 // hitting a bird bird_hit:maria_state:3 -> [path:bird_hit_marin] bird_hit:0 -> bird_hit_marin:0 -> marin_cucco_0 -> [set:1] bird_hit_marin:1 -> marin_cucco_1 // marin in the mountains marin_help:0 -> [update_objects] -> marin_4_0 -> marin_4_1 marin_saved:0 -> [save_history:true] -> [set:link_direction:2] -> [freeze:250] -> marin_4_2 -> marin_4_3 -> marin_4_4 -> [set:seq_tarin:1] -> [set:seqTarinFade:-125] -> [set:seqTarinMove:72,0,1] -> [freeze:seqTarinMoving:0] -> [set:seqTarinAnimation:stand_1] -> [set:maria_play_animation:stand_3] -> marin_4_5 -> [freeze:600] -> [set:link_direction:3] -> marin_4_6 -> [freeze:600] -> [set:maria_play_animation:stand_0] -> [set:seqTarinAnimation:-] -> [set:seqTarinMove:-72,0,0.5] -> [set:maria_walk:0,14,0.5] -> [freeze:1] -> [set:maria_walk:-14,0,0.5] -> [freeze:marinMoving:0] -> [set:maria_play_animation:stand_1] -> [freeze:1000] -> [set:seqTarinFade:125] -> [freeze:500] -> [set:maria_walk:-64,0,0.75] -> [freeze:1000] -> [set:maria_fade:125] -> [set:seq_tarin:0] -> [set:marin_thanks:1] -> [set:owl:8_0] -> [save_history:false] npc08:0 -> npc08_0 npc08:1 -> npc08_1 // lost boy on the mountain npc_lost_boy:0 -> [check_item:trade6:1:has_item] -> [path:npc_lost_boy_item] npc_lost_boy:1 -> npc_lost_boy_4 npc_lost_boy_item:has_item:0 -> [dialog:choice:npc_lost_boy_0:choice_Nope:choice_Cant] -> [path:npc_lost_boy_choice_0] npc_lost_boy_item:has_item:1 -> [dialog:choice:npc_lost_boy_0:choice_Yes:choice_Nope] -> [path:npc_lost_boy_choice_1] // do not have the item so we cant trade it npc_lost_boy_choice_0:choice:0 -> npc_lost_boy_1 npc_lost_boy_choice_0:choice:1 -> npc_lost_boy_1 // trading sequence npc_lost_boy_choice_1:choice:0 -> [save_history:true] -> [remove_item:trade6:1:result] -> npc_lost_boy_2 -> [wait:dialogOpen:0] -> [music_speed:1.5] -> [set:npc_lost_boy_eat:1] -> [freeze:3300] -> [music_speed:1] -> npc_lost_boy_3 -> [wait:dialogOpen:0] -> [add_item:trade7:1] -> [set:ow_npc_bag:0] -> [set:npc_lost_boy_state:2] -> [set:npc08:1] -> [set:npc07:0] -> [set:npc_lost_boy:1] -> [save_history:false] npc_lost_boy_choice_1:choice:1 -> npc_lost_boy_1 // not learned song -> check ocarina || learned song -> just sing maria_learned_song:learned_song:0 -> [check_item:ocarina:1:has_ocarina] -> [path:marin_singing] maria_learned_song:learned_song:1 -> maria_1_1 -> [path:marin_start_singing] // no ocarina -> sing for herself || ocarina -> teach song marin_singing:has_ocarina:0 -> maria_1_1 -> [path:marin_start_singing] marin_singing:has_ocarina:1 -> maria_1_3 -> [wait:dialogOpen:0] -> [freeze:350] -> [set:maria_start_duo:1] maria_learned_song_3:learned_song:0 -> [check_item:ocarina:1:has_ocarina] -> [path:marin_singing] maria_learned_song_3:learned_song:1 -> [path:marin_learned_song] // learned the song after getting saved marin_learned_song:0 -> maria_1_8 -> [set:1] marin_learned_song:1 -> marin_5_1 maria_learned_song_2:learned_song:0 -> [check_item:ocarina:1:has_ocarina] -> [path:marin_singing_2] maria_learned_song_2:learned_song:1 -> maria_1_9 -> [path:marin_start_singing_animals] marin_singing_2:has_ocarina:0 -> maria_1_9 -> [path:marin_start_singing_animals] marin_singing_2:has_ocarina:1 -> maria_1_3 -> [wait:dialogOpen:0] -> [freeze:350] -> [set:maria_start_duo:1] marin_singing_end:0 -> [dialog:choice:maria_1_4:choice_Yes:choice_No] -> [path:maria_song_repeat] // get the song || replay the song maria_song_repeat:choice:0 -> [set:maria:4] -> [add_item:ocarina_maria:1] maria_song_repeat:choice:1 -> maria_1_6 -> [wait:dialogOpen:0] -> [freeze:350] -> [set:maria_start_duo:1] // maria at the beach maria:6 -> [dialog:choice:marin_2_0:choice_Yes!:choice_No...] -> [path:maria_beach_choice] maria_beach_choice:choice:0 -> [set:maria:7] -> [start_sequence:marinBeach] maria_beach_choice:choice:1 -> marin_2_1 maria:7 -> ocarina_bad:maria_state:3 -> ocarina_bad_marin ocarina_bad:0 -> ocarina_bad // rooster wake up dialog rooster:0 -> [save_history:true] -> [set:chicken_dude:1] -> [set:has_rooster:1] -> [set:ulrira_d7:2] -> [freeze:1000] -> rooster_0 -> [save_history:false] // ghost grave powder dialog ghost_grave_powder_dialog:has_ghost:0 -> [set:ghost_grave_powder:0] ghost_grave_powder_dialog:0 -> ghost_grave_powder -> [set:ghost_grave_powder:0] // ghost ghost_start_following:0 -> [set:has_ghost:1] -> [set:ghost_blockade:1] -> [set:ulrira_ghost:1] ghost_return:0 -> [cooldown:60000:result] -> [path:ghost_return_cooldown] ghost_return:1 -> ghost_return_cooldown:result:0 -> ghost_return_cooldown:result:1 -> [sound:D360-45-2D] -> [path:ghost_return_dialog] ghost_return_dialog:0 -> ghost_0 ghost_return_dialog:1 -> ghost_5 // go in dialog ghost_house_dialog:0 -> [path:ghost_house_dialog_check] ghost_house_dialog:1 -> ghost_house_dialog_check:has_ghost:0 -> ghost_house_dialog_check:has_ghost:1 -> [cooldown:60000:result] -> [path:ghost_house_dialog_cooldown] ghost_house_dialog_cooldown:result:0 -> ghost_house_dialog_cooldown:result:1 -> ghost_2 // house sequence ghost_house_sequence:has_ghost:0 -> ghost_house_sequence:has_ghost:1 -> [path:ghost_house_seq] ghost_house_seq:0 -> [save_history:true] -> [set:1] -> [set:ghost_return_dialog:1] -> [set:ghost_house_dialog:1] -> [set:ghost_move:0,-56,0.5] -> [freeze:2500] -> [set:ghost_move:-21,-10,0.5] -> [freeze:2000] -> [set:ghost_move:-10,-21,0.5] -> [freeze:1700] -> [set:ghost_move:53,13,0.5] -> [freeze:3100] -> ghost_3 -> [set:ghost_move:-20,50,0.5] -> [freeze:1750] -> ghost_4 -> [set:ghost_follow:1] -> [wait:dialogOpen:0] -> [set:link_move:0,1] -> [set:lock_player:1000] -> [save_history:false] ghost_house_seq:1 -> // grave sequence ghost_grave_sequence:has_ghost:0 -> ghost_grave_sequence:has_ghost:1 -> [update_objects] -> [save_history:true] -> [set:ghost_blockade:0] -> [set:ghost_return:1] -> [set:ghost_shell:1] -> [freeze:2000] -> ghost_6 -> [wait:dialogOpen:0] -> [set:ghost_fade:175] -> [freeze:500] -> [remove_item:ghost:1:result] -> [set:has_ghost:0] -> [set:ulrira_ghost:0] -> [set:owl:5_0] -> [save_history:false] // beach sequence seq_beach:0 -> [save_history:true] -> [music:77:2] -> [countdown:2000] -> [set:1] -> [path:seq_beach] seq_beach:1 -> marin_2_2 -> [wait:dialogOpen:0] -> [seq_play:marin:ocean_look] -> [countdown:3300] -> marin_2_3 -> [wait:dialogOpen:0] -> [seq_play:marin:ocean_look] -> [countdown:4000] -> [seq_play:marin:ocean_ask] -> [dialog:choice:marin_2_4:choice_Yeah:choice_No...] -> [path:maria_beach_listening] maria_beach_listening:choice:0 -> marin_2_6 -> [set:seq_beach:2] -> [wait:dialogOpen:0] -> [seq_play:marin:ocean_sit] -> [countdown:750] -> [path:seq_beach] maria_beach_listening:choice:1 -> marin_2_5 -> [set:seq_beach:1] -> [wait:dialogOpen:0] -> [seq_play:marin:ocean_sit] -> [countdown:750] -> [path:seq_beach] seq_beach:2 -> [seq_play:marin:ocean_ask] -> marin_2_7 -> [wait:dialogOpen:0] -> [countdown:1000] -> [close_overlay] -> [music:-1:2] -> [set:maria:7] -> [set:maria_state:3] -> [add_item:marin:1] -> [set:has_marin:1] -> [save_history:false] // block walking into dungeons when the ghost is following the player ghost_blockade:0 -> ghost_blockade:1 -> ghost_1 // waking up the walrus walrus:has_marin:0 -> [update_objects] -> walrus_0 walrus:has_marin:1 -> [update_objects] -> [dialog:choice:maria_3_0:choice_Yes:choice_No...] -> [path:walrus_choice] walrus_choice:choice:0 -> [path:walrus_sequence] walrus_choice:choice:1 -> marin_3_1 walrus_sequence:0 -> [update_objects] -> [save_history:true] -> [set:maria_sing_walrus:1] -> [set:walrus_despawn:1] -> [set:walrus_dance:1] -> [freeze:16000] -> [set:maria_stop_singing:1] -> [set:maria_play_animation:stand_2] -> [set:link_direction:2] -> [freeze:750] -> [set:maria_play_animation:stand_3] -> [set:link_direction:3] -> maria_3_2 -> [wait:dialogOpen:0] -> [freeze:500] -> [set:seq_rabit:1] -> [set:seqRabitFade:-100] -> [set:seqRabitMove:96,0,0.75] -> [freeze:1000] -> [set:maria_play_animation:stand_0] -> [set:link_direction:0] -> [freeze:1500] -> [set:seqRabitJump:1000] -> [freeze:500] -> maria_3_3 -> [freeze:50] -> [wait:dialogOpen:0] -> [set:maria_play_animation:stand_2] -> [freeze:50] -> maria_3_4 -> [wait:dialogOpen:0] -> [set:seqRabitMove:-128,0,1.25] -> [freeze:250] -> [set:maria_walk:-128,0,0.75] -> [freeze:750] -> [set:seqRabitFade:100] -> [freeze:750] -> [set:maria_fade:100] -> [freeze:100] -> [remove_item:marin:1:result] -> [set:has_marin:0] -> [set:maria_state:4] -> [set:seq_rabit:0] -> [set:hide_rabbit_0:1] -> [set:hide_rabbit_1:1] -> [set:hide_rabbit_2:1] -> [set:hide_rabbit_3:1] -> [set:npc_chef:2] -> [set:npc_boy_0:2] -> [set:npc_boy_1:3] -> [set:npc_boy_2:1] -> [set:npc_boy_ball_left:2] -> [set:npc_boy_ball_right:2] -> [set:tarin:7] -> [set:tarin_state:6] -> [save_history:false] walrus_swim:0 -> [update_objects] -> walrus_1 // show a different message when marin is following the player npc_house_chest:has_marin:1 -> npc_house_chest_marin npc_house_chest:0 -> npc_house_chest bookcase:has_marin:1 -> npc_house_chest_marin bookcase:0 -> bookcase // tarin house // can not look into the chest while tarin is around awake tarin_chest:tarin_state:0 -> tarin_chest tarin_chest:tarin_state:3 -> tarin_chest tarin_chest:0 -> [path:npc_house_chest] // tarin tarin:0 -> tarin_0 -> [add_item:shield:1] -> [set:1] tarin:1 -> tarin_1 // tarin is in the woods // raccoon sequence raccoon:0 -> raccoon_0 // warning message shown before the teleport point raccoon_warning:0 -> [update_objects] -> raccoon_1 -> [set:raccoon_warning:1] raccoon_warning:1 -> raccoon_transformed:0 -> tarin_raccoon_2 -> [set:1] -> [set:tarin:2] -> [set:tarin_state:2] -> [set:maria:1_2] -> [set:raccoon_warning:] tarin_healed:0 -> tarin_raccoon_3 // tarin sleeping tarin:2 -> tarin_2 tarin:3 -> tarin_3 // banana tarin:4 -> tarin_4 // collecting the stick => tarin stands next to the tree after the stick is collected trade4:0 -> trade4 -> [set:tarin:5] -> [set:tarin_state:4] // tarin trading sequence tarin:5 -> [dialog:choice:tarin_stick:choice_Can:choice_Cant] -> [path:tarin_stick] tarin_stick:choice:0 -> [save_history:true] -> [remove_item:trade4:1:result] -> [set:tarinAnimation:show] -> [set:tarinStickAnimation:show] -> [music:-1:-1] -> [sound:D360-01-01] -> [freeze:1800] -> [set:tarinAnimation:walk_0] -> [set:tarinStickAnimation:walk_0] -> [set:tarinMove:-3,-18,0.75] -> [freeze:225] -> [set:link_direction:1] -> [freeze:tarinMoving:0] -> [set:tarinAnimation:stick_down] -> [set:tarinStickAnimation:stick_down] -> [freeze:50] -> [music:51:2] -> [freeze:500] -> [set:tarinAnimation:stick_up] -> [set:tarinStickAnimation:stick_up] -> [freeze:550] -> [set:honeycombHit:1] -> [set:tarinAnimation:stick_down] -> [set:tarinStickAnimation:stick_down] -> [freeze:550] -> [set:honeycombReset:1] -> [set:tarinAnimation:stick_up] -> [set:tarinStickAnimation:stick_up] -> [freeze:550] -> [set:honeycombHit:1] -> [set:tarinAnimation:stick_down] -> [set:tarinStickAnimation:stick_down] -> [freeze:550] -> [set:honeycombReset:1] -> [set:tarinAnimation:stick_up] -> [set:tarinStickAnimation:stick_up] -> [freeze:550] -> [set:tarinAnimation:-] -> [set:tarinStickAnimation:] -> [set:tarinJump:1.75,-0.125] -> [freeze:550] -> [path:bee_chase] -> [save_history:false] tarin_stick:choice:1 -> tarin_stick_no // bee chase bee_chase:0 -> [save_history:true] -> [set:honeycombAttack:1] -> [set:tarinMove:22,0,2] -> [freeze:0] -> [set:beeTargetMove:56,6,2.5] -> [freeze:1] -> [set:tarinMove:0,-44,2] -> [set:beeTargetMove:0,-44,2] -> [freeze:1] -> [set:tarinMove:-80,0,2] -> [set:beeTargetMove:-80,0,2] -> [freeze:1] -> [set:tarinMove:0,80,2] -> [set:beeTargetMove:0,80,2] -> [freeze:1] -> [set:tarinMove:80,0,2] -> [set:beeTargetMove:80,0,2] -> [freeze:1] -> [set:tarinMove:0,-80,2] -> [set:beeTargetMove:0,-80,2] -> [freeze:1] -> [set:tarinMove:-80,0,2] -> [set:beeTargetMove:-80,0,2] -> [freeze:1] -> [set:tarinMove:0,80,2] -> [set:beeTargetMove:0,80,2] -> [freeze:1] -> [set:tarinMove:80,0,2] -> [set:beeTargetMove:80,0,2] -> [freeze:1] -> [set:tarinMove:0,-80,2] -> [set:beeTargetMove:0,-80,2] -> [freeze:1] -> [set:tarinMove:-80,0,2] -> [set:beeTargetMove:-80,0,2] -> [freeze:1] -> [set:tarinMove:-50,25,2.5] -> [set:beeTargetMove:-50,25,2.25] -> [freeze:tarinMoving:0] -> [set:tarinMove:-50,25,2.5] -> [set:beeTargetMove:-50,25,2.25] -> [set:tarinFade:125] -> [freeze:100] -> [set:honeycombFade:125] -> [freeze:400] -> [set:honeycombFall:1] -> [set:ow_honeycomb_fallen:1] -> [set:tarin:6] -> [set:tarin_state:5] -> [countdown:1500] -> [music:-1:2] -> [save_history:false] // tarin sleeping after the trading sequence tarin:6 -> tarin_5 shield_intro:0 -> shield_intro -> [set:1] shield_intro:1 -> sword1Collected:0 -> [update_objects] -> [save_history:true] -> sword1 -> [countdown:750] -> [music:-1:1] -> [music:-1:2] -> [stop_music] -> [set:introMusic:0] -> [wait:dialogOpen:0] -> [music:48:0] -> [save_history:false] sword2Collected:0 -> [sound:D368-16-10] -> sword2 -> [set:hasSword2:1] heartMeterFilled:0 -> heartMeterFilled -> [sound:D360-25-19] heartMeterFull:0 -> [music:-1:2] maria_collected:0 -> [music:-1:-1] -> maria_collected -> [wait:dialogOpen:0] -> [music:48:0] goldLeaf:0 -> goldLeaf -> [set:1] goldLeaf:1 -> goldLeaf -> [set:2] goldLeaf:2 -> goldLeaf -> [set:3] goldLeaf:3 -> goldLeaf -> [set:4] goldLeaf:4 -> goldLeafLast // don't show any message? door_smallkey:0 -> toadstool_check:0 -> [check_item:toadstool:1:has_toadstool] -> [check_item:powder:1:has_powder] toadstool_hole:0 -> [freeze:550] -> toadstool_hole // only show the message when at least 60 seconds have passed and the player does not have a stonelifter stone:0 -> [check_item:stonelifter:1:has_stonelifter] -> [check_item:stonelifter2:1:has_stonelifter2] -> [cooldown:600000:result] -> [path:stone_cooldown] stone_cooldown:result:0 -> stone_cooldown:result:1 -> [path:stone_message] stone_message:has_stonelifter:1 -> stone_message:has_stonelifter2:1 -> stone_message:0 -> stone ice_block:0 -> [cooldown:600000:result] -> [path:ice_block_cooldown] ice_block_cooldown:result:0 -> ice_block_cooldown:result:1 -> ice_block_message rock_cracks:0 -> [cooldown:600000:result] -> [path:rock_cracks_cooldown] rock_cracks_cooldown:result:0 -> rock_cracks_cooldown:result:1 -> rock_cracks_message // Ulrira // show an init message one time npc04:0 -> npc04 -> npc04_game phone:0 -> phone_1 -> [set:1] // green boy next to the game house npc_boy_0:grandma_gone_dialog:1 -> npc_boy_grandmother npc_boy_0:maria_state:3 -> npc_boy_marin_following npc_boy_0:0 -> [path:npc05_help] npc_boy_0:1 -> npc_boy_island npc_boy_0:2 -> npc_boy_marin_gone // village npc_boy_1:grandma_gone_dialog:1 -> npc_boy_grandmother npc_boy_1:maria_state:3 -> npc_boy_marin_following npc_boy_1:0 -> [path:npc05_help] npc_boy_1:1 -> npc_boy_marin npc_boy_1:2 -> npc_boy_shrine npc_boy_1:3 -> npc_boy_marin_gone // boy next to the rooster statue npc_boy_2:grandma_gone_dialog:1 -> npc_boy_grandmother npc_boy_2:maria_state:3 -> npc_boy_marin_following npc_boy_2:0 -> npc_boy_marin_beach npc_boy_2:1 -> npc_boy_marin_gone npc_boy_2:2 -> npc_boy_island // boys playing ball npc_boy_ball_left:grandma_gone_dialog:1 -> npc_boy_grandmother npc_boy_ball_left:maria_state:3 -> npc_boy_marin_following npc_boy_ball_left:0 -> [path:npc05_help] npc_boy_ball_left:1 -> npc_ball_left npc_boy_ball_left:2 -> npc_boy_marin_gone npc_boy_ball_right:grandma_gone_dialog:1 -> npc_boy_grandmother npc_boy_ball_right:maria_state:3 -> npc_boy_marin_following npc_boy_ball_right:0 -> [path:npc05_help] npc_boy_ball_right:1 -> npc_ball_right npc_boy_ball_right:2 -> npc_boy_marin_gone // attacked ball boys npc_kid_attacked:0 -> [update_objects] -> npc_kid_attacked npc05_help:0 -> npc05_1 -> [set:1] npc05_help:1 -> npc05_2 -> [set:2] npc05_help:2 -> npc05_3 -> [set:0] //npc05_help:3 -> npc05_3 -> [set:0] // Family house // husband lost in the mountains npc07:1 -> npc07_5 npc07:trade0:0 -> [check_item:trade0:1:result] -> [path:npc07_traded] npc07:trade0:1 -> npc07_0 npc07_traded:result:0 -> npc07_0 -> npc07_1 npc07_traded:result:1 -> [dialog:choice:npc07_2:choice_Yes:choice_No] -> [path:npc07_trade] npc07_trade:choice:0 -> npc07_4 -> [save_history:true] -> [remove_item:trade0:1:result] -> [add_item:trade1:1] -> [set:trade0:1] -> trade0 -> [save_history:false] npc07_trade:choice:1 -> npc07_3 // girl in the bowwow house // BowWow is missing npc09:bowWow:1 -> npc09_1 // give BowWow back npc09:bowWow:3 -> npc09_3 -> [wait:dialogOpen:0] -> [set:bowWow:4] -> [set:has_bowWow:0] -> [set:ulrira:3_1] -> [fill_hearts] // player has bowwow and not finished the second dungeon npc09:has_bowWow:1 -> npc09_2 npc09:0 -> npc09_0 bowWow2:0 -> bowWow2 npc12:0 -> npc10_0 npc_chef:maria_state:3 -> [set:npc_chefAnimation:left] -> npc_chef_marin -> [wait:dialogOpen:0] -> [set:npc_chefAnimation:idle] npc_chef:0 -> [set:npc_chefAnimation:left] -> [check_item:trade5:1:result] -> [path:npc_chef_item] npc_chef:1 -> [set:npc_chefAnimation:left] -> npc_chef_4 -> [wait:dialogOpen:0] -> [set:npc_chefAnimation:idle] npc_chef:2 -> [set:npc_chefAnimation:left] -> npc_chef_0 -> [wait:dialogOpen:0] -> [set:npc_chefAnimation:idle] npc_chef_item:result:0 -> npc_chef_1 -> [wait:dialogOpen:0] -> [set:npc_chefAnimation:idle] npc_chef_item:result:1 -> [dialog:choice:npc_chef_2:choice_Yes:choice_No] -> [path:npc_chef_trade] npc_chef_trade:choice:0 -> [save_history:true] -> [remove_item:trade5:1:result] -> [add_item:trade6:1] -> [sound:D368-16-10] -> [set:npc_chef:1] -> [set:pineapple_gone:1] -> [set:npc_chefAnimation:idle] -> [save_history:false] npc_chef_trade:choice:1 -> npc_chef_3 -> [wait:dialogOpen:0] -> [set:npc_chefAnimation:idle] // marin at the beach; boy getting lost in the mountains trade6Collected:0 -> [save_history:true] -> trade6 -> [wait:player_shows_item:0] -> [freeze:250] -> npc_chef_4 -> [set:maria_state:2] -> [set:maria:6] -> [set:npc_lost_boy_state:1] -> [set:ow_npc_bag:1] -> [set:npc07:1] -> [set:spawned_npc_boy_2:1] -> [save_history:false] // small bowwow bowWow3:0 -> bowWow3_0 -> [check_item:trade1:1:result] -> [path:bowWow3_trade] bowWow3_trade:result:1 -> [dialog:choice:bowWow3_1:choice_Yes:choice_No!] -> [path:bowWow3_traded] bowWow3_trade:result:0 -> bowWow3_traded:choice:0 -> [sound:D370-24-18] -> bowWow3_3 -> [save_history:true] -> [remove_item:trade1:1:result] -> [set:trade1:1] -> [add_item:trade2:1] -> trade1 -> [save_history:false] bowWow3_traded:choice:1 -> [sound:D370-24-18] -> bowWow3_2 bowWow_dig:0 -> [cooldown:5000:result] -> [path:bowWow_dig_cooldown] bowWow_dig_cooldown:result:0 -> bowWow_dig_cooldown:result:1 -> bowWow_dig // fisherman npc_fisherman:0 -> npc_fisherman_0 -> [dialog:choice:npc_fisherman_choice:choice_Fish:choice_Not_Now] -> [path:npc_fisherman_choice] npc_fisherman_choice:choice:0 -> [check_item:ruby:10:result] -> [path:npc_fisherman_money] npc_fisherman_choice:choice:1 -> npc_fisherman_1 npc_fisherman_money:result:0 -> npc_fisherman_2 npc_fisherman_money:result:1 -> [remove_item:ruby:10:result] -> npc_fisherman_3 -> [set:enterPond:yes] // fisherman under the bridge npc_bridge:0 -> [set:npc_bridgeAnimation:look] -> [check_item:trade10:1:result] -> [path:npc_bridge_trade] npc_bridge:1 -> [path:npc_bridge_trade_finished] npc_bridge_trade:result:0 -> [path:npc_bridge_trade_finished] npc_bridge_trade:result:1 -> [dialog:choice:npc_bridge_1:choice_Okay:choice_No] -> [path:npc_bridge_choice] npc_bridge_choice:choice:0 -> [save_history:true] -> [remove_item:trade10:1:result] -> npc_bridge_3 -> [freeze:dialogOpen:0] -> [music_speed:1.75] -> [set:npc_bridgeAnimation:look] -> [set:npc_bridgeAnimation:idle] -> [freeze:800] -> [set:npc_bridgeAnimation:down] -> [freeze:200] -> [set:npc_bridgeAnimation:idle] -> [freeze:300] -> [set:npc_bridgeAnimation:down] -> [freeze:100] -> [set:npc_bridgeAnimation:idle] -> [freeze:400] -> [set:npc_bridgeAnimation:down] -> [freeze:100] -> [set:npc_bridgeAnimation:idle] -> [freeze:300] -> [set:npc_bridgeAnimation:down] -> [freeze:150] -> [set:npc_bridgeAnimation:idle] -> [freeze:150] -> [set:npc_bridgeAnimation:pull] -> [freeze:800] -> [set:npc_bridgeAnimation:pull_look] -> npc_bridge_4 -> [wait:dialogOpen:0] -> [set:npc_bridgeAnimation:pull] -> [freeze:500] -> [set:npc_bridgeAnimation:idle] -> [music_speed:1.0] -> [set:spawn_necklace:1] -> [freeze:1000] -> [set:npc_bridge:1] -> [save_history:false] npc_bridge_choice:choice:1 -> [set:npc_bridgeAnimation:look] -> npc_bridge_2 // already traded? npc_bridge_trade_finished:bridge_photo:0 -> [path:photo_sequence_bridge] npc_bridge_trade_finished:0 -> npc_bridge_5 trade11:0 -> [set:npc_bridgeAnimation:look] -> trade11 -> [wait:dialogOpen:0] -> [freeze:500] // letter boy over the forest npc_letter_boy:0 -> [check_item:trade8:1:result] -> [path:npc_letter_boy_item] npc_letter_boy:1 -> npc_letter_boy_4 -> [set:2] npc_letter_boy:2 -> npc_letter_boy_5 npc_letter_boy_item:result:0 -> npc_letter_boy_0 npc_letter_boy_item:result:1 -> npc_letter_boy_1 -> [wait:dialogOpen:0] -> [start_sequence:picture] close_picture:0 -> [freeze:250] -> [dialog:choice:npc_letter_boy_2:choice_Fine:choice_No...] -> [path:npc_letter_boy_choice] npc_letter_boy_choice:choice:0 -> [save_history:true] -> [remove_item:trade8:1:result] -> [add_item:trade9:1] -> [set:ulrira_wife:1] -> [set:npc_letter_boy:1] -> [set:missing_broom:1] -> [path:grandma_gone_check] npc_letter_boy_choice:choice:1 -> [path:npc_letter_boy_please] grandma_gone_check:npc_grandmother_moved:0 -> [set:grandma_gone_dialog:0] -> [save_history:false] grandma_gone_check:npc_grandmother_moved:1 -> [check_item:trade9:1:result] -> [path:grandma_gone_check_broom] grandma_gone_check_broom:result:0 -> [set:grandma_gone_dialog:0] -> [save_history:false] grandma_gone_check_broom:result:1 -> [set:grandma_gone_dialog:1] -> [save_history:false] npc_letter_boy_please:0 -> [dialog:choice:npc_letter_boy_3:choice_Fine:choice_No_Way] -> [path:npc_letter_boy_choice] // mermaid in the water npc_mermaid_dive:0 -> [freeze:250] -> npc_mermaid_1 -> [wait:dialogOpen:0] -> [freeze:100] -> [set:npc_mermaid_dive:1] -> [freeze:350] npc_mermaid:0 -> [check_item:trade11:1:result] -> [path:npc_mermaid_item] npc_mermaid:1 -> npc_mermaid_5 npc_mermaid_item:result:0 -> npc_mermaid_0 npc_mermaid_item:result:1 -> [dialog:choice:npc_mermaid_2:choice_Give:choice_Keep] -> [path:npc_mermaid_choice] npc_mermaid_choice:choice:0 -> [save_history:true] -> [remove_item:trade11:1:result] -> [set:link_dive:1500] -> [freeze:750] -> npc_mermaid_3 -> [freeze:750] -> [freeze:500] -> [add_item:trade12:1] -> [set:npc_painter:1] -> [set:mermaid_state:1] -> [set:npc_mermaid:1] -> [save_history:false] npc_mermaid_choice:choice:1 -> npc_mermaid_4 // would look better if there would be a little pause where the player is not holding the item trade12:0 -> trade12 -> [wait:dialogOpen:0] -> [set:npc_mermaid_leave:1] -> [set:npc_mermaid_gone:1] trade13:0 -> trade13 -> [set:npc_painter:2] // woman with the broom npc_grandmother:villageAttacked:1 -> npc_broom_bowwow // init state npc_grandmother:missing_broom:0 -> npc_broom_0 // missing broom npc_grandmother:missing_broom:1 -> [path:npc_broom] npc_broom:0 -> [check_item:trade9:1:result] -> [path:npc_broom_check_item] npc_broom_check_item:result:0 -> npc_broom_1 npc_broom_check_item:result:1 -> [dialog:choice:npc_broom_2:choice_Yes:choice_No] -> [path:npc_broom_choice] npc_broom_choice:choice:0 -> [save_history:true] -> [sound:D360-01-01] -> [remove_item:trade9:1:result] -> [set:grandma_gone_dialog:0] -> [set:show_broom:1] -> [freeze:2200] -> [set:show_broom:0] -> [set:missing_broom:2] -> [freeze:500] -> npc_broom_3 -> [add_item:trade10:1] -> [set:ulrira_wife:0] -> [save_history:false] npc_broom_choice:choice:1 -> npc_broom_5 // got the broom back npc_grandmother:missing_broom:2 -> npc_broom_4 // letter girl in the right town npc_letter_girl:0 -> [check_item:trade7:1:result] -> [path:npc_letter_girl_trade] npc_letter_girl:1 -> npc_letter_girl_4 npc_letter_girl_trade:result:0 -> npc_letter_girl_0 npc_letter_girl_trade:result:1 -> [dialog:choice:npc_letter_girl_1:choice_Yes:choice_No] -> [path:npc_letter_girl_choice] npc_letter_girl_choice:choice:0 -> npc_letter_girl_2 -> [save_history:true] -> [wait:dialogOpen:0] -> [remove_item:trade7:1:result] -> [add_item:trade8:1] -> [set:npc_letter_girl:1] -> [set:flower_traded:1] -> [save_history:false] npc_letter_girl_choice:choice:1 -> npc_letter_girl_3 // raft ride npc_raft:raft_active:0 -> [dialog:choice:npc_raft_0:choice_Yes:choice_No_Way] -> [path:npc_raft_choice] npc_raft:raft_active:1 -> npc_raft_1 npc_raft_choice:choice:0 -> [remove_item:ruby:100:removedMoney] -> [path:npc_raft_money] npc_raft_choice:choice:1 -> npc_raft_money:removedMoney:0 -> npc_raft_2 npc_raft_money:removedMoney:1 -> npc_raft_1 -> [set:raft_active:1] // boy from the castle with the frogs // do not talk to player when he walks in with bowwow npc_frog_boy:has_bowWow:1 -> npc_frog_body_bowwow npc_frog_boy:0 -> [dialog:choice:npc_frog_boy_0:choice_Okay:choice_No_Way] -> [set:1] -> [set:ulrira_banana:1] -> [path:npc_frog_boy_choice] npc_frog_boy_choice:choice:0 -> npc_frog_body_impressed npc_frog_boy_choice:choice:1 -> npc_frog_body_coward npc_frog_boy:1 -> [save_history:true] -> [remove_item:goldLeaf:5:result] -> [path:npc_frog_boy_leafs] npc_frog_boy:2 -> [path:npc_frog_boy_finished] npc_frog_boy_finished:frogHouseMovedStone:0 -> npc_frog_body_bien npc_frog_boy_finished:frogHouseMovedStone:1 -> npc_frog_body_debt npc_frog_boy_leafs:result:0 -> npc_frog_body_please -> [save_history:false] npc_frog_boy_leafs:result:1 -> npc_frog_body_bien -> [set:npc_frog_boy:2] -> [set:npc_frog_boyMove:-16,0,0.5] -> [set:npc_frog_house:1] -> [set:ulrira_leafs:0] -> [set:ulrira:shovel] -> [save_history:false] // instantly move to the target position npc_frog_house:0 -> npc_frog_house:1 -> [set:npc_frog_boyMove:-16,0,32] ow_castle_bush_sound:0 -> [sound:D360-02-02] -> [set:1] ow_castle_bush_sound:1 -> castle_boss_door_sound:0 -> [sound:D360-02-02] -> [set:1] castle_boss_door_sound:1 -> castle_boss_door_open:0 -> [sound:D360-02-02] -> [set:1] castle_boss_door_open:1 -> // fishing game fish_big:0 -> npc_fisherman_6 -> [add_item:ruby:20] -> [dialog:choice:npc_fisherman_6_1:choice_Cast:choice_Not_Now] -> [path:fishing_replay] fish_small:0 -> npc_fisherman_7 -> [add_item:ruby:5] -> [dialog:choice:npc_fisherman_7_1:choice_Okay:choice_No] -> [path:fishing_replay] fish_big_heart:0 -> [sound:D360-01-01] -> [set:pondHeart:1] -> [set:pondReset:1] -> [add_item:heartMeterSilent:1] -> [add_item:ruby:20] -> [check_item:heartMeter:1:result] -> [path:fish_heart_full] // different dialog depending on if the piece fills out a complete heart or not fish_heart_full:result:1 -> npc_fisherman_8 -> [dialog:choice:npc_fisherman_8_1:choice_Yes:choice_No] -> [path:fishing_replay] fish_heart_full:result:0 -> npc_fisherman_8_full -> [dialog:choice:npc_fisherman_8_1:choice_Yes:choice_No] -> [path:fishing_replay] fishing_replay:choice:0 -> [check_item:ruby:10:money] -> [path:fishing_replay_money] fishing_replay:choice:1 -> [set:leavePond:yes] fishing_replay_money:money:0 -> npc_fisherman_2 -> [set:leavePond:yes] fishing_replay_money:money:1 -> [path:fishing_replay_pond] fishing_replay_pond:emptyPond:0 -> [remove_item:ruby:10:result] -> npc_fisherman_3 fishing_replay_pond:emptyPond:1 -> [path:fish_empty_pound] fish_empty_pound:0 -> npc_fisherman_9 -> [dialog:choice:npc_fisherman_9_1:choice_Okay:choice_No] -> [path:fish_empty_pound_choice] fish_empty_pound_choice:0 -> npc_fisherman_10 -> [set:leavePond:yes] fish_empty_pound_choice:1 -> npc_fisherman_1 -> [set:leavePond:yes] fishing_empty:0 -> [dialog:choice:npc_fisherman_4:choice_Cast:choice_Not_Now] -> [path:fishing_replay] fishing_loss:0 -> [dialog:choice:npc_fisherman_5:choice_Cast:choice_Not_Now] -> [path:fishing_replay] // npc alligator:trade2:0 -> [update_objects] -> [check_item:trade2:1:result] -> [path:alligator_trade] alligator:trade2:1 -> [update_objects] -> [path:alligator_postTrade] // in the original game the new line is given when the player reenters the house // not so sure if this is better but currently there is no way to do this in the engine alligator_postTrade:alligator_thanks:0 -> [update_objects] -> alligator_6 -> [set:alligator_thanks:1] alligator_postTrade:alligator_thanks:1 -> [update_objects] -> alligator_7 alligator_trade:result:1 -> [update_objects] -> alligator_1 -> [dialog:choice:alligator_2:choice_Give:choice_Dont] -> [path:alligator_traded] alligator_trade:result:0 -> [update_objects] -> alligator_0 alligator_traded:choice:0 -> [update_objects] -> alligator_4 -> [wait:dialogOpen:0] -> [set:alligator_eat:eat] alligator_traded:choice:1 -> [update_objects] -> alligator_3 alligator_after_eat:0 -> [update_objects] -> [save_history:true] -> alligator_5 -> [remove_item:trade2:1:result] -> [add_item:trade3:1] -> trade2 -> [set:trade2:1] -> [set:tarin:gone] -> [save_history:false] npc11:0 -> [path:npc05] // shop shopkeeper:holdItem:0 -> [update_objects] -> shopkeeper_0 shopkeeper:holdItem:1 -> [path:shopkeeper_buy] shopkeeper_buy:itemShopItem:bow -> [update_objects] -> [dialog:choice:itemShop_bow:itemShop_buy:itemShop_no_way] -> [path:itemShop] shopkeeper_buy:itemShopItem:arrow -> [update_objects] -> [dialog:choice:itemShop_arrow:itemShop_buy:itemShop_dont] -> [path:itemShop] shopkeeper_buy:itemShopItem:shovel -> [update_objects] -> [dialog:choice:itemShop_shovel:itemShop_buy:itemShop_no_way!] -> [path:itemShop] shopkeeper_buy:itemShopItem:heart -> [update_objects] -> [dialog:choice:itemShop_hearts:itemShop_buy:itemShop_dont] -> [path:itemShop] shopkeeper_buy:itemShopItem:shield -> [update_objects] -> [dialog:choice:itemShop_shield:itemShop_buy:itemShop_dont] -> [path:itemShop] shopkeeper_buy:itemShopItem:bomb -> [update_objects] -> [dialog:choice:itemShop_bomb:itemShop_buy:itemShop_dont] -> [path:itemShop] shopkeeper_buy:0 -> [update_objects] -> [dialog:choice:itemShop_dialog:itemShop_buy:itemShop_dont] -> [path:itemShop] shopkeeper_try_steal:0 -> shopkeeper_4 shopkeeper_steal:0 -> shopkeeper_5 -> [path:stealing_photo] // unlock the photo if link already talked to the photo mouse stealing_photo:photo_1:0 -> stealing_photo:photo_1:1 -> [set:photo_7:1] -> [path:photo_count_increase] itemShop:choice:0 -> [buy:result] -> [path:itemBuy] itemShop:choice:1 -> [set:result:1] -> [set:holdItem:0] itemBuy:result:0 -> [update_objects] -> shopkeeper_1 -> [wait:dialogOpen:0] -> [set:holdItem:0] itemBuy:result:1 -> [update_objects] -> shopkeeper_2 -> [wait:dialogOpen:0] -> [set:holdItem:0] itemBuy:result:2 -> [update_objects] -> shopkeeper_3 -> [wait:dialogOpen:0] -> [set:holdItem:0] itemBuy_steal:0 -> itemShop_steal itemShop_revenge:0 -> [update_objects] -> [music:24:2] -> itemShop_revenge // set shopItem0 variable check_item0:npc_hidden:1 -> [check_item:bow:0:has_bow] -> [path:check_bow] check_item0:0 -> [check_item:shovel:1:has_shovel] -> [path:check_shovel] check_shovel:has_shovel:0 -> [set:shopItem0:0] check_shovel:has_shovel:1 -> [check_item:bow:0:has_bow] -> [path:check_bow] check_bow:has_bow:0 -> [set:shopItem0:1] check_bow:has_bow:1 -> [set:shopItem0:2] // -- candy trendy -- npc_trendy:trendy_closed:1 -> npc_trendy_closed npc_trendy:0 -> [path:npc_trand_init_0] // play again dialog npc_trendy:1 -> [path:npc_trand_init_1] npc_trand_init_0:can_play:0 -> [dialog:choice:npc_trendy_open:npc_trendy_play:npc_trendy_no_play] -> [path:npc_trendy_choice] npc_trand_init_0:can_play:1 -> npc_trendy_start npc_trand_init_1:can_play:0 -> [dialog:choice:npc_trendy_again:npc_trendy_play:npc_trendy_no_play] -> [path:npc_trendy_choice] npc_trand_init_1:can_play:1 -> npc_trendy_start // check if the player has enought cash npc_trendy_choice:choice:0 -> [check_item:ruby:10:result] -> [path:npc_trendy_money] npc_trendy_choice:choice:1 -> npc_trendy_money:result:0 -> npc_trendy_no_cash npc_trendy_money:result:1 -> [path:npc_trendy_start_game] npc_trendy_start_game:npc_trendy:1 -> npc_trendy_good_luck -> [set:can_play:1] -> [set:trendy_button_1:1] -> [remove_item:ruby:10:result] npc_trendy_start_game:0 -> npc_trendy_start -> [set:npc_trendy:1] -> [set:can_play:1] -> [set:trendy_button_1:1] -> [remove_item:ruby:10:result] // marin playing the game trendy_marin:0 -> [update_objects] -> [path:trendy_marin_check] trendy_marin:1 -> trendy_marin_check:has_marin:0 -> trendy_marin_check:has_marin:1 -> [update_objects] -> [save_history:true] -> [set:trendy_marin:1] -> [dialog:choice:maria_game_0:choice_Okay:choice_No_Way] -> [path:trendy_marin_choice] trendy_marin_choice:choice:0 -> [path:trendy_marin_start] trendy_marin_choice:choice:1 -> [update_objects] -> [dialog:choice:maria_game_1:choice_Yes:choice_Okay] -> [path:trendy_marin_start] trendy_marin_start:0 -> [update_objects] -> npc_trendy_start -> [wait:dialogOpen:0] -> [set:trendy_button_1:1] -> [set:maria_walk:40,106,0.5,] -> [freeze:500] -> [set:link_direction:0] -> [freeze:marinMoving:0] -> [set:maria_play_animation:stand_1] -> [freeze:1000] -> [set:trendy_marin_game:1] -> [freeze:3000] -> [set:link_direction:1] -> [freeze:8600] -> [set:link_direction:2] -> [freeze:8500] -> [set:link_direction:1] -> [freeze:2500] -> [set:link_direction:0] trendy_marin_end:0 -> [update_objects] -> maria_game_2 -> [wait:dialogOpen:0] -> [map_transition:overworld.map:s2] -> [save_history:false] // bat // first choice does not matter npcBat:0 -> [dialog:choice:npcBat_Intro:choice_Yes:choice_N-No] -> [path:npcBatPowder] npcBatPowder:upgradePowder:0 -> [dialog:choice:npcBat_Powder:choice_Yes:choice_N-No] -> [path:npcBatPowderChoice] npcBatPowder:upgradePowder:1 -> [path:npcBatBomb] npcBatPowderChoice:choice:0 -> [set:npcBatThunder:1] -> [freeze:3300] -> [set:upgradePowder:1] -> [add_item_amount:powder:40] -> [set:npcBatThunder:0] -> [freeze:100] -> npcBat_End -> [save_hitory:false] npcBatPowderChoice:choice:1 -> [path:npcBatBomb] npcBatBomb:upgradeBomb:0 -> [dialog:choice:npcBat_Bombs:choice_Yes:choice_N-No] -> [path:npcBatBombChoice] npcBatBomb:upgradeBomb:1 -> [path:npcBatArrow] npcBatBombChoice:choice:0 -> [set:npcBatThunder:1] -> [freeze:3300] -> [set:upgradeBomb:1] -> [add_item_amount:bomb:60] -> [set:npcBatThunder:0] -> [freeze:100] -> npcBat_End -> [save_hitory:false] npcBatBombChoice:choice:1 -> [path:npcBatArrow] npcBatArrow:upgradeBow:0 -> [dialog:choice:npcBat_Arrows:choice_Yes:choice_N-No] -> [path:npcBatArrowChoice] npcBatArrow:upgradeBow:1 -> [path:npcBatPowder] npcBatArrowChoice:choice:0 -> [set:npcBatThunder:1] -> [freeze:3300] -> [set:upgradeBow:1] -> [add_item_amount:bow:60] -> [set:npcBatThunder:0] -> [freeze:100] -> npcBat_End -> [save_hitory:false] npcBatArrowChoice:choice:1 -> [path:npcBatPowder] // Library book1:0 -> book1_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook1] cbook1:choice:0 -> [set:book1_open:1] -> book1_1 -> [wait:dialogOpen:0] -> [set:book1_open:0] cbook1:choice:1 -> book2:0 -> book2_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook2] cbook2:choice:0 -> [set:book2_open:1] -> book2_1 -> [wait:dialogOpen:0] -> [set:book2_open:0] cbook2:choice:1 -> book3:0 -> book3_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook3] cbook3:choice:0 -> [set:book3_open:1] -> book3_1 -> [wait:dialogOpen:0] -> [set:book3_open:0] cbook3:choice:1 -> book4:0 -> book4_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook4] cbook4:choice:0 -> [set:book4_open:1] -> book4_1 -> [wait:dialogOpen:0] -> [set:book4_open:0] cbook4:choice:1 -> book5:0 -> book5_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook5] cbook5:choice:0 -> [set:book5_open:1] -> book5_1 -> [wait:dialogOpen:0] -> [set:book5_open:0] cbook5:choice:1 -> book6:0 -> book6_0 -> [dialog:choice:book:book_yes:book_no] -> [path:cbook6] cbook6:choice:0 -> [set:book6_open:1] -> book6_1 -> [wait:dialogOpen:0] -> [set:book6_open:0] cbook6:choice:1 -> book7:0 -> book7_0 -> [dialog:choice:book7_1:book_look:book_dont] -> [path:cbook7] cbook7:choice:0 -> [set:book7_open:1] -> [freeze:250] -> [start_sequence:map] -> [freeze:250] -> [wait:dialogOpen:0] -> [set:book7_open:0] cbook7:choice:1 -> book8:0 -> book8_0 -> [dialog:choice:book_realy_read:choice_YES:choice_NO] -> [path:cbook8] cbook8:choice:0 -> [set:book8_open:1] -> [check_item:trade13:1:result] -> [path:cbook8_item] cbook8:choice:1 -> // check if the player has the glasses cbook8_item:result:0 -> book8_1 -> [wait:dialogOpen:0] -> [set:book8_open:0] cbook8_item:result:1 -> [path:cbook8_open] cbook8_open:eggDirections:0 -> book8_2 -> [wait:dialogOpen:0] -> [set:book8_open:0] cbook8_open:eggDirections:1 -> book8_3 -> [wait:dialogOpen:0] -> [set:book8_open:0] cbook8_open:eggDirections:2 -> book8_4 -> [wait:dialogOpen:0] -> [set:book8_open:0] cbook8_open:eggDirections:3 -> book8_5 -> [wait:dialogOpen:0] -> [set:book8_open:0] book9:0 -> [dialog:choice:book_read:book_yes:book_no] -> [path:cbook9] cbook9:choice:0 -> [set:book9_open:1] -> book9_1 -> [wait:dialogOpen:0] -> [set:book9_open:0] cbook9:choice:1 -> photo_book:0 -> [dialog:choice:photo_book:choice_Look:choice_Dont] -> [path:photo_book_choice] photo_book_choice:choice:0 -> [open_book] photo_book_choice:choice:1 -> // == ulrira == // init dialog only shown one time ulrira:0 -> ulrira_0 -> [set:ulrira:1] // player already has the banana? ulrira:ulrira_banana:1 -> [check_item:trade3:1:result] -> [path:ulrira_banana] ulrira_banana:result:0 -> ulrira_3_2 ulrira_banana:result:1 -> ulrira_3_1 // two different tips for finding the golden leafs ulrira:ulrira_leafs:1 -> [check_item:goldLeaf:5:result] -> [path:ulrira_leafs_check] // all leafs collected => show other message ulrira_leafs_check:result:0 -> [path:ulrira_leaf_tip] ulrira_leafs_check:result:1 -> ulrira_shovel // go through 3 different tips ulrira_leaf_tip:0 -> [set:1] -> ulrira_leaf_0 ulrira_leaf_tip:1 -> [set:2] -> ulrira_leaf_1 ulrira_leaf_tip:2 -> [set:0] -> ulrira_leaf_2 ulrira:ulrira_ghost:1 -> ulrira_ghost ulrira:ulrira_wife:1 -> ulrira_wife ulrira:ulrira_d3:1 -> ulrira_3_3 ulrira:ulrira_d4:1 -> ulrira_4_0 ulrira:ulrira_d4:2 -> ulrira_4_1 ulrira:ulrira_d5:1 -> ulrira_5_0 ulrira:ulrira_mamu:1 -> ulrira_mamu ulrira:ulrira_d6:1 -> ulrira_6_0 ulrira:ulrira_d7:1 -> ulrira_7_0 ulrira:ulrira_d7:2 -> ulrira_7_1 ulrira:ulrira_d7:3 -> ulrira_7_2 ulrira:ulrira_d8:1 -> ulrira_8_0 ulrira:ulrira_d8:2 -> ulrira_8_1 ulrira:ulrira_d9:1 -> ulrira_9_0 ulrira:ulrira_d9:2 -> ulrira_9_1 // fairy woods fairy:0 -> [update_objects] -> [set:link_direction:1] -> fairy_0 // alligator alligator:0 -> alligator_0 // owl owl:x -> // beach owl:0 -> owl_1_0 -> [set:link_direction:1] -> [set:1_1] -> [set:maria_state:1] -> [set:tarin_state:1] -> [set:tarin:1] -> [set:maria:2] -> [set:map_owl_shore:1] // woods entry owl:1_1 -> owl_1_1 -> [set:x] -> [set:map_owl_woods_entry:1] // woods chest getting the first dungeon key owl:1_2 -> owl_1_2 -> [set:x] -> [set:map_owl_woods:1] // after defeating the first boss owl:2_0 -> owl_2_0 -> [set:x] -> [set:map_owl_level_1:1] // saving bowwow owl:2_1 -> owl_2_1 -> [set:2_2] -> [set:map_owl_tal_tal_heights:1] // post dungeon 3 owl:3_0 -> owl_3_0 -> [set:x] -> [set:map_owl_level_3:1] // getting the key in the desert owl:3_1 -> owl_3_1 -> [set:x] -> [set:map_owl_desert:1] // ghost grave owl:5_0 -> owl_5_0 -> [set:x] -> [set:map_owl_prairie:1] // before entering the area above the right village owl:6_0 -> owl_6_0 -> [set:x] -> [set:map_owl_level_6:1] // owl infront of the shrine when the player leaves after having looked at the wall owl_shrine:1 -> owl_6_1 -> [set:x] -> [set:map_owl_shrine:1] // after finishing dungeon 6 owl:7_0 -> owl_7_0 -> [set:7_1] -> [set:map_owl_level_6_post:1] owl:7_1 -> owl_7_1 -> [set:x] -> [set:map_owl_mountain:1] // after saving marin on the bridge owl:8_0 -> owl_8_0 -> [set:link_direction:2] -> [set:map_owl_bridge:1] -> [set:maria_state:6] -> [set:x] // sitting on the stairs infront of the egg owl_stairs:0 -> owl_stairs -> [set:map_owl_fish:1] -> [set:1] // after breaking open the egg owl:9_0 -> owl_9_0 -> [set:link_direction:1] -> [set:x] // map owl text map_owl_shore:0 -> map_toronbo_shores map_owl_shore:1 -> owl_1_0 map_owl_woods_entry:0 -> map_mysterious_woods map_owl_woods_entry:1 -> owl_1_1 map_owl_woods:0 -> map_mysterious_woods map_owl_woods:1 -> owl_1_2 map_owl_level_1:0 -> map_south_village map_owl_level_1:1 -> owl_2_0 map_owl_tal_tal_heights:0 -> map_tal_tal_heights map_owl_tal_tal_heights:1 -> owl_2_1 map_owl_level_3:0 -> map_ukuku_prairie map_owl_level_3:1 -> owl_3_0 map_owl_desert:0 -> map_yarna_desert map_owl_desert:1 -> owl_3_1 map_owl_prairie:0 -> map_koholint_prairie map_owl_prairie:1 -> owl_5_0 map_owl_level_6:0 -> map_face_shrine map_owl_level_6:1 -> owl_6_0 map_owl_shrine:0 -> map_face_shrine map_owl_shrine:1 -> owl_6_1 map_owl_level_6_post:0 -> map_face_shrine map_owl_level_6_post:1 -> owl_7_0 map_owl_mountain:0 -> map_tal_tal map_owl_mountain:1 -> owl_7_1 map_owl_bridge:0 -> map_tal_tal map_owl_bridge:1 -> owl_8_0 map_owl_fish:0 -> map_tal_tal map_owl_fish:1 -> owl_stairs // rabbit rabbit_0:maria_state:3 -> rabbit_marin rabbit_0:0 -> rabbit_0_0 rabbit_0:1 -> rabbit_0_1 rabbit_1:maria_state:3 -> rabbit_marin rabbit_1:0 -> rabbit_1_0 rabbit_1:1 -> rabbit_1_1 rabbit_2:maria_state:3 -> rabbit_marin rabbit_2:0 -> rabbit_2_0 rabbit_2:1 -> rabbit_2_1 rabbit_3:maria_state:3 -> rabbit_marin rabbit_3:0 -> rabbit_3_0 rabbit_3:1 -> rabbit_3_1 rabbit_2_script:0 -> [set:rabbit_2Jump:533] desert_bones:0 -> desert_bone_0 -> [set:desert_bones_powder:0] desertLanmola_enter:ow_desertLanmola:0 -> desertLanmola desertLanmola_enter:ow_desertLanmola:1 -> // tracy npc_tracy:0 -> npc_tracy_0 -> [check_item:potion:1:hasPotion] -> [set:1] npc_tracy:hasPotion:0 -> [path:npc_tracy_offer] npc_tracy:hasPotion:1 -> npc_tracy_6 -> [set:npc_tracy:0] npc_tracy_offer:npc_tracy_price:0 -> [dialog:choice:npc_tracy_1:tracy_give:tracy_dont] -> [path:npc_tracy_choice_0] npc_tracy_choice_0:choice:0 -> [save_history:true] -> [remove_item:ruby:28:result] -> [path:npc_tracy_money] npc_tracy_choice_0:choice:1 -> npc_tracy_7 -> [set:npc_tracy:0] npc_tracy_offer:npc_tracy_price:1 -> [dialog:choice:npc_tracy_2:tracy_give:tracy_dont] -> [path:npc_tracy_choice_1] npc_tracy_choice_1:choice:0 -> [save_history:true] -> [remove_item:ruby:42:result] -> [path:npc_tracy_money] npc_tracy_choice_1:choice:1 -> npc_tracy_7 -> [set:npc_tracy:0] npc_tracy_offer:npc_tracy_price:2 -> [dialog:choice:npc_tracy_3:tracy_give:tracy_dont] -> [path:npc_tracy_choice_2] npc_tracy_choice_2:choice:0 -> [save_history:true] -> [remove_item:ruby:7:result] -> [path:npc_tracy_money] npc_tracy_choice_2:choice:1 -> npc_tracy_7 -> [set:npc_tracy:0] // try to buy the potion npc_tracy_money:result:0 -> npc_tracy_5 -> [save_history:false] npc_tracy_money:result:1 -> [add_item:potion_show:1] -> npc_tracy_4 -> [set:npc_tracy:0] -> [fill_hearts] -> [save_history:false] -> [path:npc_tracy_heal] npc_tracy_heal:fullHearts:0 -> npc_tracy_8 npc_tracy_heal:fullHearts:1 -> // in the original this dialog seems to be randomized npc_hippo:0 -> [update_objects] -> npc_hippo_0 -> [set:1] npc_hippo:1 -> [update_objects] -> npc_hippo_0 -> [set:2] npc_hippo:2 -> [update_objects] -> npc_hippo_0 -> [set:3] npc_hippo:3 -> [update_objects] -> npc_hippo_1 -> [set:4] npc_hippo:4 -> [update_objects] -> npc_hippo_0 -> [set:5] npc_hippo:5 -> [update_objects] -> npc_hippo_0 -> [set:6] npc_hippo:6 -> [update_objects] -> npc_hippo_0 -> [set:7] npc_hippo:7 -> [update_objects] -> npc_hippo_2 -> [set:0] npc_painter:0 -> npc_painter_0 // player has the scale npc_painter:1 -> npc_painter_1 // player has the lense npc_painter:2 -> npc_painter_2 // signpost game signpost_failed:0 -> [sound:D360-29-1D] -> [freeze:250] -> signpost_TryAgain -> [set:sgame:0] shieldGame1:mamu_gone:1 -> signpost_Gone shieldGame1:sgame:0 -> signpost_Down -> [set:sgame:1] shieldGame1:sgame:1 -> signpost_Down -> [set:sgame:1] shieldGame1:0 -> [path:signpost_failed] shieldGame2:mamu_gone:1 -> signpost_Gone shieldGame2:sgame:1 -> signpost_Right -> [set:sgame:2] shieldGame2:0 -> [path:signpost_failed] shieldGame3:mamu_gone:1 -> signpost_Gone shieldGame3:sgame:2 -> signpost_Down -> [set:sgame:3] shieldGame3:0 -> [path:signpost_failed] shieldGame4:mamu_gone:1 -> signpost_Gone shieldGame4:sgame:3 -> signpost_Left -> [set:sgame:4] shieldGame4:0 -> [path:signpost_failed] shieldGame5:mamu_gone:1 -> signpost_Gone shieldGame5:sgame:4 -> signpost_Up -> [set:sgame:5] shieldGame5:0 -> [path:signpost_failed] shieldGame6:mamu_gone:1 -> signpost_Gone shieldGame6:sgame:5 -> signpost_Right -> [set:sgame:6] shieldGame6:0 -> [path:signpost_failed] shieldGame7:mamu_gone:1 -> signpost_Gone shieldGame7:sgame:6 -> signpost_Down -> [set:sgame:7] shieldGame7:0 -> [path:signpost_failed] shieldGame8:mamu_gone:1 -> signpost_Gone shieldGame8:sgame:7 -> signpost_Right -> [set:sgame:8] shieldGame8:0 -> [path:signpost_failed] shieldGame9:mamu_gone:1 -> signpost_Gone shieldGame9:sgame:8 -> signpost_Up -> [set:sgame:9] shieldGame9:0 -> [path:signpost_failed] shieldGame10:mamu_gone:1 -> signpost_Gone shieldGame10:sgame:9 -> signpost_Left -> [set:sgame:10] shieldGame10:0 -> [path:signpost_failed] shieldGame11:mamu_gone:1 -> signpost_Gone shieldGame11:sgame:10 -> signpost_Down -> [set:sgame:11] shieldGame11:0 -> [path:signpost_failed] shieldGame12:mamu_gone:1 -> signpost_Gone shieldGame12:sgame:11 -> signpost_Right -> [set:sgame:12] shieldGame12:0 -> [path:signpost_failed] shieldGame13:mamu_gone:1 -> signpost_Gone shieldGame13:sgame:12 -> signpost_Down -> [set:sgame:13] shieldGame13:0 -> [path:signpost_failed] shieldGame14:mamu_gone:1 -> signpost_Gone shieldGame14:sgame:13 -> signpost_Left -> [set:sgame:14] shieldGame14:0 -> [path:signpost_failed] shieldGame15:mamu_gone:1 -> signpost_Gone // spawn the stairs shieldGame15:sgame:14 -> signpost_Great -> [wait:dialogOpen:0] -> [set:sgame:15] -> [set:frogStairs:1] shieldGame15:0 -> [path:signpost_failed] shieldGameStairs:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:shieldGameStairs] shieldGameStairs:1 -> // == mamu == // check if the player has the ocarina mamu:0 -> [update_objects] -> [freeze:250] -> [set:link_direction:1] -> [check_item:ocarina:1:result] -> [path:mamu_ocarina] mamu:1 -> [update_objects] -> ocarina_frog_song_end mamu_ocarina:result:0 -> mamu0 mamu_ocarina:result:1 -> [dialog:choice:mamu1:choice_Pay:choice_Leave] -> [path:mamu_ocarina_choice] mamu_ocarina_choice:choice:0 -> [check_item:ruby:300:money] -> [path:mamu_ocarina_money] mamu_ocarina_choice:choice:1 -> mamu2 // no money mamu_ocarina_money:money:0 -> mamu2 mamu_ocarina_money:money:1 -> [save_history:true] -> [remove_item:ruby:300:result] -> [set:mamu_sing:1] // finished playing the song mamu_finished:0 -> mamu3 -> [add_item:ocarina_frog:1] -> [set:mamu:1] -> [set:mamu_gone:1] -> [set:ulrira_mamu:0] -> [music:-1:2] -> [save_history:false] // == manbo == manbo:0 -> [dialog:choice:manbo0:choice_Yes:choice_No] -> [path:manbo_song_choice] manbo:1 -> manbo4 manbo_song_choice:choice:0 -> [check_item:ocarina:1:result] -> [path:manbo_ocarina] manbo_song_choice:choice:1 -> manbo1 manbo_ocarina:result:0 -> manbo3 manbo_ocarina:result:1 -> manbo2 -> [save_history:true] -> [wait:dialogOpen:0] -> [set:manbo_start_song:1] manbo_finished:0 -> [add_item:ocarina_manbo:1] -> [set:manbo:1] -> [save_history:false] // ocarina songs ocarina_frog_collected:0 -> ocarina_frog_song -> [wait:player_shows_item:0] -> ocarina_frog_song_end ocarina_manbo_collected:0 -> ocarina_manbo_song ocarina_maria_collected:0 -> ocarina_maria_song -> [wait:player_shows_item:0] -> [path:marin_remember] // @TODO: we show different messages depending on where marin stands; needs to be verified marin_remember:maria_state:1 -> maria_1_6 marin_remember:maria_state:4 -> maria_1_7 marin_remember:maria_state:6 -> maria_1_6 // dungeon 1 key dkey1:0 -> [set:owl:1_2] -> dkey1 // dungeon 3 key dkey2:0 -> dkey2 -> [set:ulrira_d3:1] -> [set:ulrira:seashells] // dungeon 4 key dkey3:0 -> dkey3 -> [set:owl:3_1] -> [set:ulrira_d4:2] dkey4:0 -> dkey4 -> [set:owl:6_1] dkey5:0 -> dkey5 -> [set:ulrira_d7:3] // hidden npc // trade npc_hidden:0 -> [dialog:choice:npc_hidden_0:choice_Okay:choice_No] -> [path:npc_hidden_choice] // try to get the boomerang back npc_hidden:1 -> [dialog:choice:npc_hidden_3:choice_Okay:choice_Not_Now] -> [path:npc_hidden_return] npc_hidden_choice:choice:0 -> [set:boomerang_trade:1] npc_hidden_choice:choice:1 -> npc_hidden_2 npc_hidden_boomerang:0 -> npc_hidden_1 -> [wait:dialogOpen:0] -> [add_item:boomerang:1] -> [set:npc_hidden:1] npc_hidden_return:choice:0 -> [set:npc_hidden:0] -> [set:boomerang_trade_return:1] npc_hidden_return:choice:1 -> npc_hidden_2 npc_hidden_reject:0 -> npc_hidden_5 ow_mountain_cave:0 -> [sound:D360-02-02] -> [set:1] -> [path:ow_mountain_cave] ow_mountain_cave:1 -> [spawn:stairsCastle:] -> [spawn:door:16.16.bc2.caveBat2$map.bc2.0.1.True] ow_village_tunnel_spawn:0 -> [sound:D360-02-02] -> [set:1] -> [path:ow_village_tunnel_spawn] ow_village_tunnel_spawn:1 -> [spawn:stairsCastle:] -> [spawn:door:16.16.cave9left.cave9$map.cave9left.3.1.True] // shrine image shrine_message:0 -> [start_sequence:shrine] -> [freeze:2000] -> shrine_message -> [wait:dialogOpen:0] -> [freeze:2000] -> [path:owl_shrine_show] // only spawn the owl one time owl_shrine_show:0 -> [set:owl_shrine:1] -> [set:1] owl_shrine_show:1 -> // shell mansion shell_mansion_entry:0 -> shell_mansion_0 -> [set:1] shell_mansion_entry:1 -> shell_mansion_nothing:0 -> shell_mansion_1 seashell:0 -> seashell -> [wait:dialogOpen:0] -> [check_item:shell:20:allShells] -> [path:seashellsFound] seashellsFound:allShells:0 -> // @HACK: we wait 175ms for the item to fade away because the chest will get deactivated and the sprite would get stuck (only a problem for the chest in the forest) seashellsFound:allShells:1 -> [freeze:175] -> [set:shellsFound:1] shell_mansion_sword:0 -> [update_objects] -> [save_history:true] -> shell_mansion_2 -> [music:85:2] -> [wait:dialogOpen:0] -> [freeze:600] -> [set:spawnSwordParticle:1] -> [freeze:1300] -> [set:spawnSword:1] -> [save_history:false] // == dungeon one == // play soundeffect the first time the key gets spawned d1k1spawn:0 -> [spawn:item:d.d1k1.smallkey.one] -> [sound:D360-02-02] -> [set:1] d1k1spawn:1 -> [spawn:item:.d1k1.smallkey.one] d1_button_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d1_button_0] d1_button_0:1 -> [spawn:chest:smallkeyChest.one.d1k2.0] d1c2:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d1c2] d1c2:1 -> [spawn:chest:dmap.one.d1_map.0] d1c3:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d1c3] d1c3:1 -> [spawn:chest:ruby20..d1_r20.0] d1_cave0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d1_cave0] d1_cave0:1 -> [spawn:dungeon_stairs:] -> [spawn:light:64.255.255.255.75] -> [spawn:door:16.16.d1s1.dungeon1_2d_1$map.d1s1.3.1.False] d1_moveStone:0 -> [sound:D360-02-02] -> [set:1] d1_moveStone:1 -> d1_boys_sound:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d1_boys_sound] d1_boys_sound:1 -> [spawn:chest:stonebeak.one.d1_beak.0] // people are worried about the village and bowwow is missing sound_secrete:0 -> [sound:D360-02-02] d1_beak_1:0 -> [check_item:stonebeak:1:result] -> [path:d1_beak_1_result] d1_beak_1_result:result:0 -> beak_nop d1_beak_1_result:result:1 -> beak_d1_1 d1_beak_2:0 -> [check_item:stonebeak:1:result] -> [path:d1_beak_2_result] d1_beak_2_result:result:0 -> beak_nop d1_beak_2_result:result:1 -> beak_d1_2 // nightmare d1_n_enter_dialog:d1_n1_killed:0 -> [update_objects] -> [music:24:2] -> [freeze:250] -> nightmare1 -> [wait:dialogOpen:0] -> [set:d1_n_trigger:1] d1_n_enter_dialog:0 -> // play music in the instrument room d1_instrument_music:d1_instrument:0 -> [music:23:2] d1_instrument_music:0 -> // trigger the bowWow missing part; update npc dialogs instrument0:0 -> [update_objects] -> instrument0 -> [set:npc_boy_0:1] -> [set:npc_boy_1:1] -> [set:ulrira:2_0] -> [set:owl:2_0] -> [set:villageAttacked:1] -> [set:bowWow:1] -> [set:mc_enemies:1] -> [set:tarin:3] // == dungeon two == d2_open_door:0 -> [sound:D360-02-02] d2_beak_1:0 -> [check_item:stonebeak:1:result] -> [path:d2_beak_1_result] d2_beak_1_result:result:0 -> beak_nop d2_beak_1_result:result:1 -> beak_d2_1 d2_beak_2:0 -> [check_item:stonebeak:1:result] -> [path:d2_beak_2_result] d2_beak_2_result:result:0 -> beak_nop d2_beak_2_result:result:1 -> beak_d2_2 d2_beak_3:0 -> [check_item:stonebeak:1:result] -> [path:d2_beak_3_result] d2_beak_3_result:result:0 -> beak_nop d2_beak_3_result:result:1 -> beak_d2_3 d2_spawn_key_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_key_0] d2_spawn_key_0:1 -> [spawn:chest:smallkeyChest.two.d2_smallkey_3.0] d2_spawn_key_1:0 -> [spawn:item:d.d2_key_1.smallkey.two] -> [sound:D360-02-02] -> [set:1] d2_spawn_key_1:1 -> [spawn:item:.d2_key_1.smallkey.two] d2_spawn_key_3:0 -> [spawn:item:d.d2_key_3.smallkey.two] -> [sound:D360-02-02] -> [set:1] d2_spawn_key_3:1 -> [spawn:item:.d2_key_3.smallkey.two] d2_spawn_compass:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_compass] d2_spawn_compass:1 -> [spawn:chest:compass.two.d2_compass.0] d2_spawn_stairs_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_stairs_0] d2_spawn_stairs_0:1 -> [spawn:dungeon_6_stairs:] -> [spawn:light:64.255.255.255.255] -> [spawn:door:16.16.d2c0r.dungeon2_2d_1$map.d2c0r.3.1.False] d2_spawn_stairs_1:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_stairs_1] d2_spawn_stairs_1:1 -> [spawn:dungeon_6_stairs:] -> [spawn:light:64.255.255.255.75] -> [spawn:door:16.16.d2_cave_2_right.dungeon2_2d_3$map.d2_cave_2_right.3.1.False] d2_spawn_nkey:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_nkey] d2_spawn_nkey:1 -> [spawn:chest:nightmarekey.two.d2_nkey.0] d2_spawn_stonelifter:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d2_spawn_stonelifter] d2_spawn_stonelifter:1 -> [spawn:chest:stonelifter.two.d2_stonelifter.0] d2_boss:0 -> [music:24:2] -> [freeze:250] -> d2_boss_0 d2_instrument_music:d2_instrument:0 -> [music:23:2] d2_instrument_music:0 -> // set bowwow to a state where it gets returned; make bomb buyable in the shop instrument1:0 -> [update_objects] -> instrument1 -> [set:bowWow:3] -> [set:ulrira:3_0] -> [set:tarin:4] -> [set:tarin_state:3] -> [set:maria:1_1] -> [set:npc_boy_1:2] -> [set:shopLevel:1] // == dungeon three == // first floor d3_spawn_1:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d3_spawn_1] d3_spawn_1:1 -> [spawn:chest:smallkeyChest.three.d3k2.0] d3_spawn_2:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d3_spawn_2] d3_spawn_2:1 -> [spawn:chest:ruby200..d3_r200.0] // second floor d3_spawn_3:0 -> [sound:D360-02-02] -> [set:1] d3_spawn_3:1 -> d3_spawn_4:0 -> [sound:D360-02-02] -> [set:1] d3_spawn_4:1 -> d3_spawn_5:0 -> [sound:D360-02-02] -> [set:1] d3_spawn_5:1 -> // third floor d3_spawn_6:0 -> [spawn:item:d.d3k8.smallkey.three] -> [sound:D360-02-02] -> [set:1] d3_spawn_6:1 -> [spawn:item:.d3k8.smallkey.three] d3_spawn_7:0 -> [spawn:item:d.d3k6.smallkey.three] -> [sound:D360-02-02] -> [set:1] d3_spawn_7:1 -> [spawn:item:.d3k6.smallkey.three] d3_spawn_8:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d3_spawn_8] d3_spawn_8:1 -> [spawn:chest:ruby50..d3_r50.0] d3_spawn_9:0 -> [spawn:item:d.d3k7.smallkey.three] -> [sound:D360-02-02] -> [set:1] d3_spawn_9:1 -> [spawn:item:.d3k7.smallkey.three] d3_spawn_10:0 -> [sound:D360-02-02] -> [set:1] d3_spawn_10:1 -> d3_sound:0 -> [sound:D360-02-02] d3_instrument_music:d3_instrument:0 -> [music:23:2] d3_instrument_music:0 -> d3_boss:0 -> [music:24:2] -> [freeze:250] -> d3_boss instrument2:0 -> [update_objects] -> instrument2 -> [set:owl:3_0] -> [set:ulrira_d3:0] -> [set:ulrira_d4:1] // dungeon breaks d3_beak_1:0 -> [check_item:stonebeak:1:result] -> [path:d3_beak_1_result] d3_beak_1_result:result:0 -> beak_nop d3_beak_1_result:result:1 -> beak_d3_1 d3_beak_2:0 -> [check_item:stonebeak:1:result] -> [path:d3_beak_2_result] d3_beak_2_result:result:0 -> beak_nop d3_beak_2_result:result:1 -> beak_d3_2 d3_beak_3:0 -> [check_item:stonebeak:1:result] -> [path:d3_beak_3_result] d3_beak_3_result:result:0 -> beak_nop d3_beak_3_result:result:1 -> beak_d3_3 // only reshow the dialog after 600 seconds is passed crystal_hard:0 -> [cooldown:600000:result] -> [path:crystal_hard_cooldown] crystal_hard_cooldown:result:0 -> crystal_hard_cooldown:result:1 -> crystal_hard cracked_rock:0 -> [cooldown:600000:result] -> [path:cracked_rock_cooldown] cracked_rock_cooldown:result:0 -> cracked_rock_cooldown:result:1 -> rock_cracks_message // == dungeon four == d4_beak_1:0 -> [check_item:stonebeak:1:result] -> [path:d4_beak_1_result] d4_beak_1_result:result:0 -> beak_nop d4_beak_1_result:result:1 -> beak_d4_1 d4k4spawn:0 -> [sound:D360-02-02] -> [set:1] d4k4spawn:1 -> d4_nightmare:0 -> [music:24:2] -> [lock_player:500] -> d4_nightmare d4_instrument_music:d4_instrument:0 -> [music:23:2] d4_instrument_music:0 -> instrument3:0 -> [update_objects] -> instrument3 -> [set:ulrira_d4:0] -> [set:ulrira_d5:1] -> [set:spawn_ghost:1] // spawn the effect then the door d4_spawn_stairs:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d4_spawn_stairs] d4_spawn_stairs:1 -> [spawn:dungeon_6_stairs:] -> [spawn:light:64.255.255.255.75] -> [spawn:door:16.16.d4_2d_3r.dungeon4_2d_3$map.d4_2d_3r.-1.1.False] // == dungeon five == beak_d5_1:0 -> [check_item:stonebeak:1:result] -> [path:beak_d5_1_result] beak_d5_1_result:result:0 -> beak_nop beak_d5_1_result:result:1 -> beak_d5_1 beak_d5_2:0 -> [check_item:stonebeak:1:result] -> [path:beak_d5_2_result] beak_d5_2_result:result:0 -> beak_nop beak_d5_2_result:result:1 -> beak_d5_2 master_stalfos_chest:0 -> [freeze:500] -> master_stalfos_3 d5_chest_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d5_chest_0] d5_chest_0:1 -> [spawn:chest:stonebeak.five.d5_beak.0] d5_spawn_key_1:0 -> [spawn:item:d.d5_key_1.smallkey.five] -> [sound:D360-02-02] -> [set:1] d5_spawn_key_1:1 -> [spawn:item:.d5_key_1.smallkey.five] slime_eel:0 -> [music:24:2] -> [freeze:250] -> slime_eel_0 d5_instrument_music:d5_instrument:0 -> [music:23:2] d5_instrument_music:0 -> instrument4:0 -> [update_objects] -> instrument4 -> [set:ulrira_d5:0] -> [set:ulrira_d6:1] -> [set:owl:6_0] -> [set:ulrira_mamu:1] -> [set:npc_grandmother_moved:1] -> [path:instrument4Broom] // the trade could have already happend so we need to make sure to not set the again instrument4Broom:missing_broom:0 -> [set:missing_broom:1] -> [path:grandma_gone_check] instrument4Broom:0 -> [path:grandma_gone_check] // == dungeon six == d6_beak_1:0 -> [check_item:stonebeak:1:result] -> [path:d6_beak_1_result] d6_beak_1_result:result:0 -> beak_nop d6_beak_1_result:result:1 -> beak_d6_1 d6_beak_2:0 -> [check_item:stonebeak:1:result] -> [path:d6_beak_2_result] d6_beak_2_result:result:0 -> beak_nop d6_beak_2_result:result:1 -> beak_d6_2 d6_beak_3:0 -> [check_item:stonebeak:1:result] -> [path:d6_beak_3_result] d6_beak_3_result:result:0 -> beak_nop d6_beak_3_result:result:1 -> beak_d6_3 d6_etChest_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d6_etChest_0] d6_etChest_0:1 -> [spawn:chest:dmap.six.d6_map.0] d6_smallkey_0_spawn:0 -> [sound:D360-02-02] -> [spawn:item:d.d6_smallkey_1.smallkey.six] -> [set:1] d6_smallkey_0_spawn:1 -> [spawn:item:.d6_smallkey_1.smallkey.six] d6_smallkey_1_spawn:0 -> [sound:D360-02-02] -> [spawn:item:d.d6_smallkey_2.smallkey.six] -> [set:1] d6_smallkey_1_spawn:1 -> [spawn:item:.d6_smallkey_2.smallkey.six] d6_button_sound_0:0 -> [sound:D360-02-02] -> [set:1] d6_button_sound_0:1 -> d6_door_sound_0:0 -> [sound:D360-02-02] -> [set:1] d6_door_sound_0:1 -> d6_door_sound_1:0 -> [sound:D360-02-02] -> [set:1] d6_door_sound_1:1 -> // spawn a ladder d6_ladder_spawn:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d6_ladder_spawn] d6_ladder_spawn:1 -> [spawn:dungeon_6_stairs:.] -> [spawn:door:16.16.d6_2d_3R.dungeon6_2d_3$map.d6_2d_3R.0.1.False] -> [spawn:light:64.255.255.255.75] // start the boss music d6_mboss_enter:d6_et_12:0 -> [music:79:2] d6_mboss_enter:0 -> // stop the boss music d6_mboss_leave:0 -> [music:-1:2] d6_mboss_killed:0 -> [music:-1:2] -> [sound:D360-02-02] facade_death:0 -> [countdown:750] -> [music:-1:-1] -> facade_death -> [wait:dialogOpen:0] -> [music:-1:2] d6_instrument_music:d6_instrument:0 -> [music:23:2] d6_instrument_music:0 -> // change marin position instrument5:0 -> [update_objects] -> instrument5 -> [set:owl:7_0] -> [set:hide_rabbit_0:0] -> [set:hide_rabbit_1:0] -> [set:hide_rabbit_2:0] -> [set:hide_rabbit_3:0] -> [set:rabbit_0:1] -> [set:rabbit_1:1] -> [set:rabbit_2:1] -> [set:rabbit_3:1] -> [maria:state:5] -> [set:npc_boy_0:1] -> [set:npc_boy_1:1] -> [set:npc_boy_2:2] -> [set:npc_boy_ball_left:1] -> [set:npc_boy_ball_right:1]-> [set:ulrira_d6:0] -> [set:ulrira_d7:1] -> [set:maria_state:hidden] // == dungeon seven == ow_d7_keyhole:0 -> [check_item:dkey5:1:result] -> [path:ow_d7_keyhole_check] ow_d7_keyhole:1 -> ow_d7_keyhole_check:result:0 -> ow_d7_keyhole_check:result:1 -> [set:ow_d7_tower:1] -> [set:d7_tower_keyhole:1] // why was this done like this??? d7_et_0_init:0 -> [set:1] d7_et_0_init:1 -> d7_spawn_key_0:0 -> [sound:D360-02-02] -> [spawn:item:d.d7_smallkey_0.smallkey.seven] -> [set:1] d7_spawn_key_0:1 -> [spawn:item:.d7_smallkey_0.smallkey.seven] d7_spawn_key_1:0 -> [sound:D360-02-02] -> [spawn:item:d.d7_smallkey_1.smallkey.seven] -> [set:1] d7_spawn_key_1:1 -> [spawn:item:.d7_smallkey_1.smallkey.seven] d7_spawn_chest_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d7_spawn_chest_0] d7_spawn_chest_0:1 -> [spawn:chest:dmap.seven.d7_map.0] d7_spawn_chest_1:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d7_spawn_chest_1] d7_spawn_chest_1:1 -> [spawn:chest:compass.seven.d7_compass.0] d7_spawn_chest_2:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d7_spawn_chest_2] d7_spawn_chest_2:1 -> [spawn:chest:bombChest.seven.d7_chestBomb.0] d7_spawn_chest_3_init:0 -> [set:1] d7_spawn_chest_3_init:1 -> d7_spawn_chest_3:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d7_spawn_chest_3] d7_spawn_chest_3:1 -> [spawn:chest:nightmarekey.seven.d7_nkey.0] d7_spawn_chest_4:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d7_spawn_chest_4] d7_spawn_chest_4:1 -> [spawn:chest:potion..d7_potion.0] beak_d7_1:0 -> [check_item:stonebeak:1:result] -> [path:beak_d7_1_result] beak_d7_1_result:result:0 -> beak_nop beak_d7_1_result:result:1 -> beak_d7_1 beak_d7_2:0 -> [check_item:stonebeak:1:result] -> [path:beak_d7_2_result] beak_d7_2_result:result:0 -> beak_nop beak_d7_2_result:result:1 -> beak_d7_2 beak_d7_3:0 -> [check_item:stonebeak:1:result] -> [path:beak_d7_3_result] beak_d7_3_result:result:0 -> beak_nop beak_d7_3_result:result:1 -> beak_d7_3 // tower collapse sequences tower_collapse_sequence:0 -> [start_sequence:towerCollapse] -> [set:1] -> [set:seven_2_map:_alt] -> [set:seven_3_map:_alt] tower_collapse_sequence:1 -> grim_creeper_enter:0 -> [freeze:250] -> grim_creeper_enter grim_creeper_end:0 -> [freeze:250] -> grim_creeper_2 -> [wait:dialogOpen:0] -> [music:-1:2] grim_creeper_3:0 -> grim_creeper_3 -> [music:91:2] -> [wait:dialogOpen:0] -> [music:83:2] grim_creeper_4:0 -> grim_creeper_4 -> [wait:dialogOpen:0] -> [music:-1:2] d7_instrument_music:d7_instrument:0 -> [music:23:2] d7_instrument_music:0 -> beak_d8_1:0 -> [check_item:stonebeak:1:result] -> [path:beak_d8_1_result] beak_d8_1_result:result:0 -> beak_nop beak_d8_1_result:result:1 -> beak_d8_1 beak_d8_2:0 -> [check_item:stonebeak:1:result] -> [path:beak_d8_2_result] beak_d8_2_result:result:0 -> beak_nop beak_d8_2_result:result:1 -> beak_d8_2 beak_d8_3:0 -> [check_item:stonebeak:1:result] -> [path:beak_d8_3_result] beak_d8_3_result:result:0 -> beak_nop beak_d8_3_result:result:1 -> beak_d8_3 // remove the rooster instrument6:0 -> [update_objects] -> instrument6 -> [remove_item:rooster:1:result] -> [set:has_rooster:0] -> [set:chicken_dude:2] -> [set:maria_state:5] -> [set:ulrira_d7:0] -> [set:ulrira_d8:1] // == dungeon eight == turtle_rock_killed:0 -> [set:ulrira_d8:2] d8_et_0_sound:0 -> [set:1] -> [sound:D360-02-02] d8_et_0_sound:1 -> d8_spawn_chest_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_chest_0] d8_spawn_chest_0:1 -> [spawn:chest:ruby20..d8_ruby20.0] d8_spawn_chest_1:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [spawn:chest:smallkeyChest.eight.d8_smallkey_3.0] d8_spawn_chest_2:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_chest_2] d8_spawn_chest_2:1 -> [spawn:chest:smallkeyChest.eight.d8_smallkey_5.0] d8_spawn_chest_3:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_chest_3] d8_spawn_chest_3:1 -> [spawn:chest:nightmarekey.eight.d8_nkey.0] d8_spawn_key_0:0 -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_key_0] d8_spawn_key_0:1 -> [spawn:item:d.d8_smallkey_0.smallkey.eight] d8_spawn_key_1:0 -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_key_1] d8_spawn_key_1:1 -> [spawn:item:d.d8_smallkey_1.smallkey.eight] d8_spawn_key_2:0 -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_key_2] d8_spawn_key_2:1 -> [spawn:item:d.d8_smallkey_2.smallkey.eight] d8_spawn_key_3:0 -> [sound:D360-02-02] -> [set:1] -> [path:d8_spawn_key_3] d8_spawn_key_3:1 -> [spawn:item:d.d8_smallkey_6.smallkey.eight] d8_secret_door:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:d8_secret_door] d8_secret_door:1 -> [spawn:dungeon_6_stairs:] -> [spawn:light:64.255.255.255.75] -> [spawn:door:16.16.d8_2d_6L.dungeon8_2d_6$map.d8_2d_6L.0.1.False] // d8_smallkey_4 is in the chest with the block infront of hot_head:0 -> [music:79:2] -> [freeze:250] -> hot_head_0 hot_head_death:0 -> hot_head_1 -> [wait:dialogOpen:0] -> [music:-1:2] d8_instrument_music:d8_instrument:0 -> [music:23:2] d8_instrument_music:0 -> instrument7:0 -> [update_objects] -> instrument7 -> [set:ulrira_d8:0] -> [set:ulrira_d9:1] // == color dungeon == // entry npc blue npc_color_blue:0 -> [dialog:choice:npc_color_0:choice_Red:choice_Blue] -> [path:npc_color_blue_chose] npc_color_blue:1 -> npc_color_blue_chose:choice:0 -> npc_color_1 npc_color_blue_chose:choice:1 -> npc_color_2 -> [set:npc_color_blue:1] -> [path:npc_color_blue_m] // 0: start; 1: center; 2: side npc_color_blue_m:npc_color_blue_state:0 -> [set:npc_color_blue_state:2] -> [set:npc_color_red_state:1] -> [set:npc_color_blue_move:1] -> [set:npc_color_red_move:1] npc_color_blue_m:npc_color_blue_state:1 -> [set:npc_color_blue_state:2] -> [set:npc_color_blue_move:1] npc_color_blue_m:npc_color_blue_state:2 -> // entry npc red npc_color_red:0 -> [dialog:choice:npc_color_0:choice_Red:choice_Blue] -> [path:npc_color_red_chose] npc_color_red:1 -> npc_color_red_chose:choice:0 -> npc_color_2 -> [set:npc_color_red:1] -> [path:npc_color_red_m] npc_color_red_chose:choice:1 -> npc_color_1 npc_color_red:0 -> [path:npc_color_red_m] npc_color_red_m:npc_color_red_state:0 -> [set:npc_color_red_state:2] -> [set:npc_color_blue_state:1] -> [set:npc_color_red_move:1] -> [set:npc_color_blue_move:1] npc_color_red_m:npc_color_red_state:1 -> [set:npc_color_red_state:2] -> [set:npc_color_red_move:1] npc_color_red_m:npc_color_red_state:2 -> // both moved? npc_color_3:npc_color_blue:1 -> npc_color_3 -> [sound:D360-02-02] npc_color_3:0 -> npc_color_3 npc_color_4:npc_color_red:1 -> npc_color_4 -> [sound:D360-02-02] npc_color_4:0 -> npc_color_4 // player cant move the last gravestone when he is with a follower grave_locked:0 -> [cooldown:7500:result] -> [path:grave_locked_cooldown] grave_locked_cooldown:result:0 -> grave_locked_cooldown:result:1 -> grave_locked dc_entry:0 -> [sound:D360-02-02] -> [spawn:stairsCastle:.] -> [spawn:door:16.16..dungeon_color$map.dc_entry.3.1.False] dc_switch_1_sound:0 -> [sound:D360-02-02] -> [set:1] dc_switch_1_sound:1 -> dc_spawn_chest_0:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:dc_spawn_chest_0] dc_spawn_chest_0:1 -> [spawn:chest:compass.dColor.dc_compass.0] dc_spawn_chest_1:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:dc_spawn_chest_1] dc_spawn_chest_1:1 -> [spawn:chest:stonebeak.dColor.dc_beak.0] dc_spawn_chest_2:0 -> [spawn:animatorL:3.Particles/spawn.run.True] -> [sound:D360-02-02] -> [set:1] -> [path:dc_spawn_chest_2] dc_spawn_chest_2:1 -> [spawn:chest:dmap.dColor.dc_map.0] dc_spawn_key_0:0 -> [sound:D360-02-02] -> [set:1] -> [spawn:item:d.dc_smallkey_1.smallkey.dColor] dc_spawn_key_0:1 -> [spawn:item:.dc_smallkey_1.smallkey.dColor] dc_spawn_key_1:0 -> [sound:D360-02-02] -> [set:1] -> [spawn:item:d.dc_smallkey_2.smallkey.dColor] dc_spawn_key_1:1 -> [spawn:item:.dc_smallkey_2.smallkey.dColor] // beaks beak_dc_1:0 -> [check_item:stonebeak:1:result] -> [path:beak_dc_1_result] beak_dc_1_result:result:0 -> beak_nop beak_dc_1_result:result:1 -> beak_dc_1 // hinox stone_hinox:0 -> [update_objects] -> [music:79:2] -> [freeze:125] -> stone_hinox -> [wait:dialogOpen:0] // buzz blob giant_buzz_blob_enter:0 -> [update_objects] -> [music:79:2] -> [freeze:125] -> giant_buzz_blob_enter -> [wait:dialogOpen:0] // nightmare hardhit_beetle_enter:0 -> [update_objects] -> [music:24:2] -> [freeze:125] -> hardhit_beetle_0 -> [wait:dialogOpen:0] // fairy color_fairy:0 -> [update_objects] -> [set:link_direction:1] -> [dialog:choice:color_fairy_0:choice_RED:choice_BLUE] -> [path:color_fairy_chose] color_fairy_reask:0 -> [update_objects] -> [set:link_direction:1] -> [dialog:choice:color_fairy_1:choice_RED:choice_BLUE] -> [path:color_fairy_chose] // red color_fairy_chose:choice:0 -> [update_objects] -> [dialog:choice:color_fairy_2:choice_NO:choice_YES] -> [path:color_fairy_red] color_fairy_red:choice:0 -> [path:color_fairy_reask] color_fairy_red:choice:1 -> [remove_item:cloakBlue:1:result] -> [add_item:cloakRed:1] // blue color_fairy_chose:choice:1 -> [update_objects] -> [dialog:choice:color_fairy_2:choice_NO:choice_YES] -> [path:color_fairy_blue] color_fairy_blue:choice:0 -> [path:color_fairy_reask] color_fairy_blue:choice:1 -> [remove_item:cloakRed:1:result] -> [add_item:cloakBlue:1] cloak_blue:0 -> [update_objects] -> color_fairy_3 -> [set:cloak_transition:1] cloak_red:0 -> [update_objects] -> color_fairy_3 -> [set:cloak_transition:1] // play music in the instrument room dc_fairy_music:0 -> [music:11:2] // witch // remove the toadstool and reactivate it again on the overworld witch:0 -> [check_item:toadstool:1:hasToadstool] -> [set:ow_toadstool:0] -> [path:witchTrade] witchTrade:hasToadstool:0 -> [update_objects] -> witch_0 witchTrade:hasToadstool:1 -> [update_objects] -> [save_history:true] -> witch_1 -> [wait:dialogOpen:0] -> [remove_item:toadstool:1:result] -> [music_speed:2] -> [set:blockWitchDoor:1] -> [set:witchAnimation:mix] -> [freeze:witchFinished:1] -> [set:witchAnimation:idle] -> [set:witchFinished:0] -> [music_speed:1] -> witch_2 -> [wait:dialogOpen:0] -> [set:witch_lamp_lit:0] -> [set:blockWitchDoor:] -> [add_item:powderPD:20] -> [save_history:false] witch_lamp_lit:0 -> [update_objects] -> [countdown:350] -> witch_3 -> [set:1] witch_lamp_lit:1 -> // cukeman cukeman:0 -> cukeman_0 -> [set:1] cukeman:1 -> cukeman_1 -> [set:2] cukeman:2 -> cukeman_2 -> [set:3] cukeman:3 -> cukeman_3 -> [set:0] // chicken dude in the mountains chicken_dude:0 -> [update_objects] -> chicken_dude_0 // link has the flying rooster chicken_dude:1 -> [update_objects] -> chicken_dude_1 chicken_dude:2 -> [update_objects] -> chicken_dude_2 // moblin cave mc_entry:mc_enemies:1 -> [music:61:2] -> bow_wow_cave_entry -> [set:mc_room_1:0] -> [set:mc_room_2:1] -> [set:mc_room_3:1] mc_entry:0 -> mc_boss_enter:0 -> [freeze:250] -> bow_wow_cave_boss mc_boss_defeat:0 -> [set:mc_enemies:0] -> [music:-1:2] // save the bowwow if he is in the lost state mc_bow_wow:bowWow:1 -> bow_wow_cave_bw -> [sound:D368-16-10] -> [set:villageAttacked:0] -> [set:ulrira:2_1] -> [set:npc_boy_ball_left:1] -> [set:npc_boy_ball_right:1] -> [set:bowWow:2] -> [set:has_bowWow:1] -> [set:owl:2_1] mc_bow_wow:0 -> // monkey at the castle castle_monkey:has_bowWow:0 -> [path:castle_monkey_start] castle_monkey:has_bowWow:1 -> castle_monkey_bowwow castle_monkey_start:0 -> [check_item:trade3:1:result] -> [path:castle_monkey_trade] castle_monkey_trade:result:0 -> castle_monkey_hunger castle_monkey_trade:result:1 -> [dialog:choice:castle_monkey_banana:choice_Yes:choice_No!] -> [path:castle_monkey_choice] castle_monkey_choice:choice:0 -> [save_history:true] -> [set:monkeyBusiness:1] -> [set:trade3:1] -> [remove_item:trade3:1:result] castle_monkey_choice:choice:1 -> castle_monkey_hunger castle_monkey_business:0 -> castle_monkey_banana_yes -> [wait:dialogOpen:0] -> [music:53:2] -> [stop_music:16000:2] -> [set:1] -> [set:monkeyBusiness:2] castle_monkey_business:1 -> castle_monkey_done -> [set:monkeyBusiness:3] -> [set:ulrira_banana:0] -> [set:ulrira_leafs:1] -> [save_history:false] // button that opens the front door ow_castle_door:0 -> [freeze:500] -> [shake:1000:1:0:5:0] -> [sound:D378-17-11] -> [freeze:1250] -> castle_button -> [set:1] ow_castle_door:1 -> castle_spawn_0:0 -> [spawn:item:d.goldLeaf0.goldLeaf.] -> [sound:D360-02-02] -> [set:1] castle_spawn_0:1 -> [spawn:item:.goldLeaf0.goldLeaf.] // photo sequences // tell the player how many photos are still left photo_mouse_house:photo_count_increase:1 -> photo_left_11 photo_mouse_house:photo_count_increase:2 -> photo_left_10 photo_mouse_house:photo_count_increase:3 -> photo_left_9 photo_mouse_house:photo_count_increase:4 -> photo_left_8 photo_mouse_house:photo_count_increase:5 -> photo_left_7 photo_mouse_house:photo_count_increase:6 -> photo_left_6 photo_mouse_house:photo_count_increase:7 -> photo_left_5 photo_mouse_house:photo_count_increase:8 -> photo_left_4 photo_mouse_house:photo_count_increase:9 -> photo_left_3 photo_mouse_house:photo_count_increase:10 -> photo_left_2 photo_mouse_house:photo_count_increase:11 -> photo_left_1 photo_mouse_house:photo_count_increase:12 -> photo_left_0 photo_count_increase:0 -> [set:1] photo_count_increase:1 -> [set:2] photo_count_increase:2 -> [set:3] photo_count_increase:3 -> [set:4] photo_count_increase:4 -> [set:5] photo_count_increase:5 -> [set:6] photo_count_increase:6 -> [set:7] photo_count_increase:7 -> [set:8] photo_count_increase:8 -> [set:9] photo_count_increase:9 -> [set:10] photo_count_increase:10 -> [set:11] photo_count_increase:11 -> [set:12] // dont talk to the player when he has a follower photo_mouse_house:has_bowWow:1 -> photo_mouse_follower photo_mouse_house:has_ghost:1 -> photo_mouse_follower photo_mouse_house:has_marin:1 -> photo_mouse_follower photo_mouse_house:has_rooster:1 -> photo_mouse_follower // photo sequence 1 photo_mouse_house:0 -> [update_objects] -> [save_history:true] -> [set:1] -> [set:photoMouseActive:1] -> [dialog:choice:photo_01_0:choice_YES:choice_NO] -> [path:photo_mouse_choice] photo_mouse_house:1 -> photo_01_1 photo_mouse_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_choice:choice:1 -> [dialog:choice:photo_01_5:choice_YES:choice_NO] -> [path:photo_mouse_2_choice] photo_mouse_2_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_2_choice:choice:1 -> [update_objects] -> [set:photo_mouse_houseMove:-16,0,0.5] -> [freeze:50] -> [set:link_push:400] -> [dialog:choice:photo_01_5:choice_YES:choice_NO] -> [path:photo_mouse_3_choice] photo_mouse_3_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_3_choice:choice:1 -> [update_objects] -> [set:photo_mouse_houseMove:-24,24,0.5] -> [freeze:1] -> [set:photo_mouse_houseMove:0,-28,0.5] -> [freeze:1650] -> [set:link_push:0,-18,400] -> [dialog:choice:photo_01_5:choice_YES:choice_NO] -> [path:photo_mouse_4_choice] photo_mouse_4_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_4_choice:choice:1 -> [update_objects] -> [set:photo_mouse_houseMove:0,-16,0.5] -> [freeze:125] -> [set:link_push:0,-17,400] -> [dialog:choice:photo_01_5:choice_YES:choice_NO] -> [path:photo_mouse_5_choice] photo_mouse_5_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_5_choice:choice:1 -> [update_objects] -> [set:photo_mouse_houseMove:0,-16,0.5] -> [freeze:150] -> [set:link_push:0,-17,400] -> [dialog:choice:photo_01_6:choice_Yes:choice_No_way] -> [path:photo_mouse_6_choice] photo_mouse_6_choice:choice:0 -> photo_01_1 -> [set:photo_house_blocked:1] photo_mouse_6_choice:choice:1 -> [update_objects] -> photo_01_7 -> [wait:dialogOpen:0] -> [set:photo_mouse_houseMove:0,-16,0.5] -> [freeze:250] -> [set:link_push:0,-16,200] -> [freeze:250] -> [set:link_animation:pushed_over] -> photo_01_8 -> [wait:dialogOpen:0] -> [set:photo_1_alt:1] -> [set:photo_flash:1] -> [freeze:1000] -> [set:photo_mouse_houseMove:-26,0,1] -> [freeze:1] -> [path:photo_mouse_take_photo] photo_mouse_photo_0:0 -> [update_objects] -> [freeze:photo_mouse_houseMoving:0] -> [freeze:250] -> photo_01_2 -> [wait:dialogOpen:0] -> [set:photo_flash:1] -> [freeze:1000] -> [set:photo_mouse_houseMove:-26,0,1] -> [freeze:1] -> [set:photo_mouse_houseMove:0,-10,1] -> [path:photo_mouse_take_photo] photo_mouse_take_photo:0 -> [update_objects] -> [freeze:photo_mouse_houseMoving:0] -> [set:photo_mouse_houseAnimation:stand_0] -> photo_01_3 -> [wait:dialogOpen:0] -> [set:spawned_photo_book:1] -> [freeze:500] -> [set:photo_mouse_houseAnimation:stand_2] -> photo_01_4 -> [set:photo_house_blocked:0] -> [wait:dialogOpen:0] -> [set:link_idle:1] -> [set:photo_1:1] -> [path:photo_count_increase] -> [save_history:false] // the player can not leave the house after triggering the sequence photo_house_blockade:0 -> photo_01_9 // photo sequence Ulrich photo_sequence_2:photoMouseActive:0 -> photo_sequence_2:photoMouseActive:1 -> [path:photo_sequence_ulrich] photo_sequence_ulrich:0 -> [update_objects] -> [save_history:true] -> [set:1] -> [set:spawnMouseSeq2:1] -> [set:mouseSeq2Fade:-75] -> [set:mouseSeq2Move:-56,0,1] -> [freeze:mouseSeq2Moving:0] -> [freeze:500] -> [set:link_direction:2] -> photo_02_0 -> [wait:dialogOpen:0] -> [set:mouseSeq2Move:-10,0,1] -> [set:link_push:-10,0,200] -> [freeze:1] -> [freeze:mouseSeq2Moving:0] -> [set:mouseSeq2Animation:stand_1] -> [set:link_direction:1] -> photo_02_1 -> [wait:dialogOpen:0] -> [set:photo_flash:1] -> [freeze:350] -> [set:photo_5:1] -> [set:photoSequencePhoto:photo_5] -> [start_sequence:photo] -> [set:spawnMouseSeq2:0] -> [set:mouseSeq2Move:56,0,1] -> [freeze:350] -> [set:mouseSeq2Fade:75] -> [save_history:false] -> [path:photo_count_increase] photo_sequence_ulrich:1 -> // photo sequence BowWow start_BowWow_Seq:photoMouseActive:0 -> start_BowWow_Seq:photoMouseActive:1 -> [path:photo_sequence_BowWow] // check if BowWow is at the pool photo_sequence_BowWow:bowWow:0 -> [path:photo_sequence_3] photo_sequence_BowWow:bowWow:4 -> [path:photo_sequence_3] photo_sequence_BowWow:0 -> photo_sequence_3:0 -> [save_history:true] -> [set:1] -> [set:photo_6:1] -> [start_sequence:bowWow] photo_sequence_3:1 -> [set:2] -> photo_03_0 photo_sequence_3:2 -> [set:3] -> photo_03_1 -> [freeze:1000] -> photo_03_2 photo_sequence_3:3 -> [set:4] -> photo_03_3 photo_sequence_3:4 -> [set:5] -> photo_03_4 -> photo_03_5 -> [path:photo_count_increase] photo_sequence_3:5 -> [save_history:false] // photo castle sequence photo_sequence_4:photoMouseActive:0 -> photo_sequence_4:photoMouseActive:1 -> [path:photo_sequence_castle] photo_sequence_castle:1 -> photo_sequence_castle:npc_frog_boy:1 -> [save_history:true] -> [set:1] -> [set:photo_10:1] -> [start_sequence:castle] -> [path:photo_count_increase] photo_sequence_castle:0 -> castle_sequence:0 -> [music:63:2] -> [freeze:1000] -> [seq_lerp:castleLink:91:-35:0.325] -> [seq_play:castleLink:walk] -> [seq_lerp:castleMouse:22:0:0.255] -> [seq_play:castleMouse:walk_2] -> [freeze:castleMouseMoving:0] -> [seq_finish_animation:castleMouse:0] -> [freeze:1000] -> [seq_lerp:castleMouse:-32:0:0.25] -> [seq_play:castleMouse:walk_0] -> [freeze:castleMouseMoving:0] -> [seq_finish_animation:castleMouse:0] -> [freeze:castleLinkMoving:0] -> [seq_finish_animation:castleLink:0] -> photo_05_0 -> [wait:dialogOpen:0] -> [seq_lerp:castleBoy:-44:-14:0.325] -> [seq_play:castleBoy:walk] -> [freeze:castleBoyMoving:0] -> [seq_finish_animation:castleBoy:0] -> photo_05_1 -> [wait:dialogOpen:0] -> [seq_play:castleLink:forward] -> [seq_lerp:castleMouse:0:64:0.25] -> [seq_play:castleMouse:walk_3] -> [seq_lerp:castleBoy:-39:-11:0.325] -> [seq_play:castleBoy:walk] -> [freeze:castleBoyMoving:0] -> [seq_play:castleBoy:forward] -> photo_05_2 -> [wait:dialogOpen:0] -> [freeze:1000] -> [seq_play:castleLink:piece] -> [seq_play:castleBoy:piece] -> [freeze:750] -> [sound:D378-63-40] -> [seq_color:castleFlash:255:255:255:255:0] -> [freeze:125] -> [seq_color:castleFlash:0:0:0:0:150] -> [freeze:750] -> [seq_play:castleBoy:stand] -> photo_05_3 -> [wait:dialogOpen:0] -> [seq_play:castleLink:forward] -> [seq_lerp:castleBoy:-112:28:0.325] -> [seq_play:castleBoy:walk] -> [freeze:2500] -> [close_overlay] -> [music:-1:2] -> [save_history:false] photo_sequence_grave:photoMouseActive:0 -> photo_sequence_grave:photoMouseActive:1 -> [path:photo_sequence_grave_start] photo_sequence_grave_start:0 -> [save_history:true] -> [set:1] -> [set:photo_11:1] -> [start_sequence:gravestone] -> [path:photo_count_increase] photo_sequence_grave_start:1 -> // photo sequence gravestone seq_gravestone:0 -> [music:71:2] -> [seq_lerp:graveMouse:-64:0:0.325] -> [seq_play:graveMouse:walk_0] -> [freeze:graveMouseMoving:0] -> [seq_finish_animation:graveMouse:0] -> photo_06_0 -> [wait:dialogOpen:0] -> [seq_play:graveLink:right] -> photo_06_1 -> [wait:dialogOpen:0] -> [seq_lerp:graveMouse:-28:58:0.325] -> [seq_play:graveMouse:walk_0] -> [seq_lerp:graveLink:25:-5:0.325]] -> [seq_play:graveLink:walk] -> [freeze:graveLinkMoving:0] -> [seq_play:graveLink:forward] -> [freeze:graveMouseMoving:0] -> photo_06_2 -> [wait:dialogOpen:0] -> [seq_play:graveLink:lean] -> [freeze:1000] -> [sound:D378-63-40] -> [seq_color:gravePhotoFlash:255:255:255:255:0] -> [freeze:125] -> [seq_color:gravePhotoFlash:0:0:0:0:150] -> [seq_color:gravePhoto:255:255:255:255:0] -> [freeze:2000] -> [music:-1:2] -> [close_overlay] -> [save_history:false] // photo sequence zora npc_zora_script:0 -> [check_item:trade13:1:result] -> [path:npc_zora_item_check] npc_zora_item_check:result:0 -> npc_zora_item_check:result:1 -> [path:npc_zora_spawn] npc_zora_spawn:photoMouseActive:0 -> [path:npc_spawn_zora_normal] npc_zora_spawn:photoMouseActive:1 -> [path:npc_zora_photo_sequence] npc_spawn_zora_normal:npc_spawn_zora:0 -> [update_objects] -> [set:npc_spawn_zora:1] -> [set:npc_zoraAnimation:spawn] -> [freeze:750] -> [set:npc_zoraAnimation:idle] npc_spawn_zora_normal:0 -> npc_zora_photo_sequence:photo_9:0 -> [update_objects] -> [save_history:true] -> [set:1] -> [set:photo_9:1] -> [set:npc_spawn_zora:1] -> [set:npc_zoraAnimation:spawn] -> [freeze:750] -> [set:npc_zoraAnimation:idle] -> photo_11_0 -> [wait:dialogOpen:0] -> [set:spawnMouseZora:1] -> [set:mouseSeqZoraFade:-75] -> [set:mouseSeqZoraMove:0,-52,1] -> [freeze:1] -> [set:mouseSeqZoraMove:40,0,1] -> [freeze:mouseSeqZoraMoving:0] -> [set:mouseSeqZoraAnimation:stand_1] -> [freeze:500] -> photo_11_1 -> [wait:dialogOpen:0] -> [set:photo_flash:1] -> [freeze:1000] -> [set:photoSequencePhoto:photo_9] -> [start_sequence:photo] -> [set:spawnMouseZora:0] -> [set:mouseSeqZoraFade:75] -> [save_history:false] -> [path:photo_count_increase] npc_zora_photo_sequence:photo_9:1 -> [path:npc_spawn_zora_normal] npc_zora:0 -> npc_zora // photo sequence mountain mountain_mouse_seq:photoMouseActive:0 -> mountain_mouse_seq:photoMouseActive:1 -> [path:start_mountain_seq] start_mountain_seq:0 -> [update_objects] -> [save_history:true] -> [freeze:500] -> [set:1] -> [set:photo_12:1] -> [set:mountain_beetle_hide:1] -> [set:spawnMouseMountain:1] -> [set:mouseSeqMountainFade:-75]] -> [set:mouseSeqMountainMove:96,0,1] -> [freeze:mouseSeqMountainMoving:0] -> [set:link_direction:0] -> photo_12_0 -> photo_12_1 -> photo_12_2 -> [freeze:dialogOpen:0] -> [set:mouseSeqMountainMove:-10,0,1] -> [set:mouseSeqMountainAnimation:walk_2] -> [freeze:1] -> [freeze:mouseSeqMountainMoving:0] -> photo_12_3 -> [freeze:dialogOpen:0] -> [set:mouseSeqMountainMove:-5,6,1] -> [set:mouseSeqMountainAnimation:duck] -> [freeze:1] -> [freeze:mouseSeqMountainMoving:0] -> photo_12_4 -> [freeze:dialogOpen:0] -> [set:mouseSeqMountainMove:0,48,1.5] -> [set:mouseSeqMountainAnimation:duck] -> [freeze:300] -> [set:photo_flash:1] -> [freeze:350] -> [set:photoSequencePhoto:photo_12] -> [start_sequence:photo] -> [set:spawnMouseMountain:0] -> [set:mouseSeqMountainFade:75] -> [set:mountain_beetle_hide:0] -> [save_history:false] -> [path:photo_count_increase] start_mountain_seq:1 -> // make sure to spawn the mouse before the real sequence is started when marin hits the ground seq_fountain_mouse_spawn:1 -> seq_fountain_mouse_spawn:has_marin:0 -> seq_fountain_mouse_spawn:has_marin:1 -> [path:seq_fountain_mouse_spawn_2] seq_fountain_mouse_spawn_2:photoMouseActive:0 -> seq_fountain_mouse_spawn_2:photoMouseActive:1 -> [set:seq_fountain_mouse_spawn:1] -> [set:spawnMouseFountain:1] -> [set:mouseSeqFountainAnimation:stand_1] // photo sequence fountain: active when the player talked to the mouse and marin is following the player seq_fountain:photoMouseActive:0 -> [path:sequence_fountain_marin] seq_fountain:photoMouseActive:1 -> [path:photo_sequence_fountain] // marin falling on link sequence_fountain_marin:fallen_on_link:0 -> [update_objects] -> [countdown:175] -> marin_fountain sequence_fountain_marin:fallen_on_link:1 -> [update_objects] -> [set:link_animation:stunned] -> [freeze:500] -> photo_08_1 -> [wait:dialogOpen:0] -> [set:link_idle:1] // marin falling onto link; in the original the player can move and prevent the sequence from happening photo_sequence_fountain:0 -> [update_objects] -> [save_history:true] -> [set:1] -> [set:photo_3:1] -> [set:link_animation:stunned] -> [freeze:500] -> photo_08_0 -> [wait:dialogOpen:0] -> [set:photo_flash:1] -> [freeze:250] -> photo_08_1 -> [wait:dialogOpen:0] -> [set:mouseSeqFountainMove:0,-48,1] -> [freeze:350] -> [set:link_idle:1] -> [freeze:mouseSeqFountainMoving:0] -> [set:spawnMouseFountain:0] -> [set:mouseSeqFountainFade:75] -> [save_history:false] -> [path:photo_count_increase] photo_sequence_fountain:1 -> [path:sequence_fountain_marin] // photo sequence weather bird start_weather_bird_seq:photoMouseActive:0 -> start_weather_bird_seq:photoMouseActive:1 -> [path:seq_weather_bird_marin] seq_weather_bird_marin:has_marin:0 -> seq_weather_bird_marin:has_marin:1 -> [path:photo_sequence_weather_bird] photo_sequence_weather_bird:0 -> [save_history:true] -> [set:1] -> [set:photo_4:1] -> [start_sequence:weatherBird] -> [path:photo_count_increase] photo_sequence_weather_bird:1 -> seq_weather_bird:0 -> [music:1:2] -> [seq_lerp:weatherBirdLink:130:0:0.5] -> [seq_lerp:weatherBirdMarin:133:0:0.5] -> [freeze:weatherBirdLinkMoving:0] -> [seq_play:weatherBirdLink:stand] -> [freeze:weatherBirdMarinMoving:0] -> [seq_play:weatherBirdMarin:stand] -> [seq_play:weatherBirdUlrich:walk] -> [seq_lerp:weatherBirdUlrich:-48:0:0.5] -> [freeze:weatherBirdUlrichMoving:0] -> [seq_play:weatherBirdUlrich:stopped] -> photo_09_0 -> [wait:dialogOpen:0] -> [seq_lerp:weatherBirdUlrich:-48:0:0.5] -> [seq_play:weatherBirdUlrich:walk] -> [freeze:weatherBirdUlrichMoving:0] -> [seq_play:weatherBirdUlrich:stand] -> [seq_lerp:weatherBirdLink:8:0:0.5] -> [freeze:100] -> [seq_lerp:weatherBirdMarin:-2:0:0.5] -> [freeze:100] -> [set:weatherBirdUlrichFront:1] -> photo_09_1 -> [wait:dialogOpen:0] -> [sound:D378-63-40] -> [seq_color:weatherBirdPhotoFlash:255:255:255:255:0] -> [freeze:125] -> [seq_color:weatherBirdPhotoFlash:0:0:0:0:150] -> [freeze:1000] -> photo_09_2 -> [wait:dialogOpen:0] -> [seq_lerp:weatherBirdUlrich:-128:0:0.5] -> [seq_play:weatherBirdUlrich:walk] -> [freeze:1500] -> [music:-1:2] -> [close_overlay] -> [save_history:false] // photo sequence cliff check_cliff_sequence:1 -> check_cliff_sequence:photoMouseActive:1 -> [path:cliff_sequence_marin] check_cliff_sequence:0 -> cliff_sequence_marin:has_marin:0 -> cliff_sequence_marin:has_marin:1 -> [save_history:true] -> [set:check_cliff_sequence:1] -> [set:photo_2:1] -> [start_sequence:marinCliff] seq_cliff:0 -> [music:77:2] -> [freeze:750] -> marin_cliff_0 -> [wait:dialogOpen:0] -> [freeze:125] -> marin_cliff_1 -> [wait:dialogOpen:0] -> [freeze:125] -> marin_cliff_2 -> [wait:dialogOpen:0] -> [freeze:125] -> marin_cliff_1 -> [wait:dialogOpen:0] -> [freeze:125] -> marin_cliff_3 -> [wait:dialogOpen:0] -> [freeze:125] -> marin_cliff_1 -> [wait:dialogOpen:0] -> [freeze:1500] -> marin_cliff_4 -> [wait:dialogOpen:0] -> [freeze:750] -> [sound:D378-63-40] -> [seq_color:cliffPhotoFlash:255:255:255:255:0] -> [freeze:125] -> [seq_color:cliffPhotoFlash:0:0:0:0:150] -> [freeze:750] -> marin_cliff_5 -> [wait:dialogOpen:0] -> [freeze:500] -> [music:-1:2] -> [close_overlay] -> [path:photo_count_increase] -> [save_history:false] // photo sequence bridge photo_sequence_bridge:photoMouseActive:0 -> npc_bridge_5 photo_sequence_bridge:photoMouseActive:1 -> [save_history:true] -> [set:1] -> [set:bridge_photo:1] -> [set:photo_8:1] -> photo_10_0 -> npc_bridge_3 -> [wait:dialogOpen:0] -> [set:mouse_catch:1] -> [freeze:mouse_pulled:1] -> [music_speed:2] -> [freeze:1000] -> [set:npc_bridgeAnimation:pull] -> [freeze:750] -> npc_bridge_4 -> [wait:dialogOpen:0] -> [set:mousePullUp:1] -> [freeze:mousePulledUp:1] -> [set:npc_bridgeAnimation:pull_look] -> photo_10_1 -> [wait:dialogOpen:0] -> [freeze:1000] -> [set:fisherman_fall:1] -> [freeze:250] -> [set:photo_flash:1] -> [freeze:500] -> [set:photoSequencePhoto:photo_8] -> [start_sequence:photo] -> [freeze:125] -> [set:fisherman_reset:1] -> [path:photo_count_increase] -> [music_speed:1] -> [save_history:false] // player enters the egg egg_entry:0 -> map_wind_fishs_egg -> [set:ulrira_d9:2] // == final boss == final_boss_intro:0 -> [music:92:2] -> [freeze:1000] -> final_boss -> [wait:dialogOpen:0] -> [music:34:2] // killed the final boss final_boss_death:0 -> [save_history:true] -> [music:94:2] -> [countdown:1000] -> nightmareFinal1 -> [wait:dialogOpen:0] -> [countdown:750] -> [set:spawn_final_stairs:1] -> [set:1] -> [save_history:false] final_boss_death:1 -> // final // walk up into the final room final_stairs:0 -> [save_history:true] -> [set:final_remove_wall:1] -> [set:link_move:0,-0.35] -> [lock_player:transition_ended:1] -> [set:hide_hud:1] // walk up the final room final_stair_walk:0 -> [set:link_move_collision:0] -> [set:link_move:0,-0.5] -> [lock_player:link_move_collision:1] -> [path:final_stair_stand] final_stair_stand:0 -> [set:link_animation:final_stand] -> [set:owl:final] owl:final -> [update_objects] -> owl_final -> [wait:dialogOpen:0] -> [path:final_windfish] final_windfish:0 -> [update_objects] -> [freeze:1000] -> [set:spawn_windfish:1] -> [freeze:4000] -> [sound:D370-23-17] -> final_windfish -> [wait:dialogOpen:0] -> [freeze:1000] -> [set:spawn_windfish:0] -> [freeze:4000] -> [path:final_instruments] final_instruments:0 -> [update_objects] -> [sound:D370-23-17] -> final_instruments -> [wait:dialogOpen:0] -> [set:link_final:1] final:0 -> [start_sequence:final] final_show_map:0 -> [update_objects] -> [set:maria_sing_final:1] -> [freeze:17500] -> [set:tarinFinalAnimation:show]-> [set:tarinMushroomAnimation:show] // debug stuff final_test_instrument:0 -> [set:link_final:1] final_test:0 -> [set:final_stair_stand:x] -> [start_sequence:final] // [update_objects] -> [freeze:100] -> [set:link_final:1] final_stair_stand:x ->