It's Cow Game! Version 2.04!

This commit is contained in:
PajamaBee 2024-09-19 23:06:51 -05:00
commit a9e1ed9ddd
3148 changed files with 95332 additions and 0 deletions

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~ start
if not get_save_value("ambiQuestStarted", false):
Bradrek: This sucks.
Bradrek: I'm the best I deserve the best.
Bradrek: But I don't even have a ball.
Bradrek: I can't wait until everything comes to me and I have what I deserve.
=> END
if not get_save_value("sealBallRetrieved", false):
Bradrek: I still don't have a ball, which is what I deserve.
Bradrek: Because I'm the best.
Bradrek: But for now I'm holding onto this note, it's a pretty cool note.
=> END
if not DialogueBoxManager.currentSpeaker.note_check():
Bradrek: Ha ha! I finally got a ball, like I deserve.
Bradrek: It just came to me, I didn't have to work for it at all.
Bradrek: That's because I'm the best and I deserve this ball.
Bradrek: Here you can have this note, it's not actually that cool.
do DialogueBoxManager.currentSpeaker.give_note()
=> END
Bradrek: This ball is the best, it came to me because I'm the best.
Bradrek: If any less best balls come to me I'll toss them to you to take care of.
=> END

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NPCs/Beach/Seal/Seal.gd Normal file
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extends NPC
var returnPhrases = ["Mine's better!", "You can have this one.", "This one's yours."]
var returnPhraseIndex = 0
func _ready():
dialogueResource = load("res://NPCs/Beach/Seal/Seal.dialogue")
state_check()
func note_check():
if InventoryManager.get_item_count_by_name("Basket Plan 2", "keyItems") > 0:
return true
else:
return false
func give_note():
var noteItem = preload("res://Items/Paper/BasketPlan2.gd").new()
InventoryManager.add_item_to_inventory(noteItem, 1, "keyItems")
MessageManager.item_popup(noteItem.duplicate())
state_check()
func state_check():
if SaveManager.get_save_value("sealBallRetrieved", false):
$SealBall.visible = true
else:
$SealBall.visible = false
if SaveManager.get_save_value("ambiQuestStarted", false):
if InventoryManager.get_item_count_by_name("Basket Plan 2", "keyItems") > 0:
$Sprite.frame = 0
else:
$Sprite.frame = 1
else:
$Sprite.frame = 0
func ball_caught():
if !SaveManager.get_save_value("sealBallRetrieved", false):
SaveManager.set_save_value("sealBallRetrieved", true)
MessageManager.addMessage("Finally!", self, "Bradrek", Color.YELLOW)
get_tree().get_root().get_node("MainGame/PuzzleCompleteAudio").play()
else:
MessageManager.addMessage(returnPhrases[returnPhraseIndex], self, "Bradrek", Color.YELLOW)
returnPhraseIndex += 1
if returnPhraseIndex >= returnPhrases.size():
returnPhraseIndex = 0
var ballItem = preload("res://Items/Toys/Beach/Ball.gd").new()
InventoryManager.add_item_to_inventory(ballItem)
MessageManager.item_popup(ballItem.duplicate())
state_check()
func _on_ball_catch_area_body_entered(body):
if body is Ball:
body.queue_free()
ball_caught()

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