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room7.asc
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// room script file
function room_AfterFadeIn()
{
if (!player.HasInventory(iKeyMadeWithLove) || Room.GetProperty("employeeDoorIsOpen") == true){
cYvonne.Say("Come in! Come in!");
}
}
function hHallDoor_AnyClick()
{
player.Walk(17, 135, eBlock);
if (player.HasInventory(iKeyMadeWithLove)){
player.ChangeRoom(12, 115, 133);
}
else {
player.ChangeRoom(4, 115, 133);
}
}
// TODO: Locked Employee Door
function hEmployeeDoor_AnyClick()
{
player.Walk(300, 123, eBlock);
if (player.HasInventory(iKeyMadeWithLove) == true ||
Room.GetProperty("employeeDoorIsOpen") == true){
Room.SetProperty("employeeDoorIsOpen", 1);
player.LoseInventory(iKeyMadeWithLove);
player.ChangeRoom(8, 32, 150);
}
else {
player.Say("It's locked.");
cYvonne.Say("That door is for... employees only!");
}
}
function oDebugKey_AnyClick()
{
player.AddInventory(iKeyMadeWithLove);
}
function hHangingPurses_Look()
{
player.Say("Hmm.. not exactly my color.");
}
function hPurseShelf1_Look()
{
player.Say("A bunch of p- HANG ON.");
player.Say("HOW MUCH DO THESE-");
if (!player.HasInventory(iKeyMadeWithLove)){
cYvonne.Say(". ");
cYvonne.Say(". . ");
cYvonne.Say(". . ?");
}
}
function room_Load()
{
aChellyAmbience.Play();
if (player.HasInventory(iKeyMadeWithLove)){
// get yvonne out of here for the ending sequence.
cYvonne.ChangeRoom(99);
}
}
function room_Leave()
{
aChellyAmbience.Stop();
}