# This to-first-boss file actually runs up to turning in the quest item # you get from playing the "first boss" table. P softerChecks on = locked n name [ oa unlock_{name} q fruit*{n} e lose fruit*{n} e gain unlocked_{name} e deactivate o {name} q unlocked_{name} ] = locked_visible n name dest recip [ oa unlock_{name} q fruit*{n} e lose fruit*{n} e gain unlocked_{name} e deactivate o {name} {dest} {recip} q unlocked_{name} ] = get n [ oa get_fruit gt fruit e gain fruit*{n} e deactivate ta get_fruit ] = see n [ oa get_fruit gt fruit e gain fruit*{n} e deactivate ] = jars [ oa break_jars gt jars e deactivate q noisemaker ] = get_the_jars n [ # TODO: Redundant action/observation stuff ta break_jars At gain fruit*{n} ] = get_new_jars n [ a break_jars gt jars At { gain fruit*{n}; deactivate } q noisemaker ] = frozen [ oa break_ice_block gt ice_block e deactivate q noisemaker ] = pinwheel [ oa pinwheel gt pinwheel e deactivate q noisemaker ] = spin_pinwheel n [ ta pinwheel At gain fruit*{n} ] = character who [ oa talk_{who} gt conversation ] = talk who [ ta talk_{who} gt conversation ] = item what [ oa item_{what} e gain {what} e deactivate ] # Should only use take AFTER item! = take what [ ta item_{what} ] = flower [ gd flower ] = mailbox [ oa stuff_mailbox gt mailbox e deactivate e gain fruit*7 q mailbag ] = stuff_mailbox [ a stuff_mailbox ] = wickerling [ oa wickerling gt wickerling e gain wickerling*1 e deactivate ] # repeatable farming = farm n [ a farm gt farm At gain *1 fruit*{n} At gain fruit*1 ] # One-time farming = farm_once n [ a farm_once gt farm At gain fruit*{n} At deactivate ] # Same, but specifically for set tables. = play_table n [ a play_table gt farm gt table_play At gain fruit*{n} At deactivate ] # For replaying a set table = replay_table n [ a replay_table gt farm gt table_play gt replay At gain fruit*{n} ] = chest [ a chest gt chest e deactivate ] = see_chest [ oa chest gt chest e deactivate ] = exploration_disposition what [ g disposition {what} ] = quest where text [ g quest_to {where} n [ Quest text: {text} ] ] = quest_for item text [ g quest_for {item} n [ Quest text: {text} ] ] = _jaunt where [ p {where} g jaunt ] S Beach::beach > quest none none > exploration_disposition explore zz Mokumana_Shore # TODO: Split up the beach? zzz Forest_Region o left o right xt left Mokumana_Lagoon::lagoon right o down q dive x left pinwheel_island right > get 3 > pinwheel > exploration_disposition progress t right n at: Mokumana_Lagoon::lagoon t right n at: Beach::beach xt right beach_edge left > character Posterodactyl > talk Posterodactyl > quest Mokumana_Village [ Deliver the Old Postal Badge to Nim the Translator in the Village ] At deactivate n The Posterodactyl flies away n Map zooms to show delivery location > item old_postal_badge > take old_postal_badge > mailbox > get 5 x right Beach_Edge::first_flower under_bumpers er gain =1 fruit*7 t under_bumpers n Grabbing that fruit. This is also a bumpers tutorial. t right n at: Beach_Edge::first_flower > flower x bump_right Forest_Edge::forest_ledge fall_left zz Mokumana_Forest > locked 30 climb_tree > see 24 n [ I have 15 fruit right now. Interestingly, if I hadn't gone back left from first_flower, and/or hadn't visited the outer island, I would be 1 fruit short of 30! That's a mini fruit-harvesting tutorial/encouragement. ] o hop_down_to_ledge gt hidden xt hop_down_to_ledge tree_roots - a wickerling # not using macro because first one is a surprise gt wickerling At gain wickerling*1 At deactivate # TODO: Let this just be written as "first_flower"... r fall_left Beach_Edge::first_flower - t bump_right n at: Forest_Edge::forest_ledge ta get_fruit # set up by macro nt Getting this fruit wakes Fosfor o right qb satisfy_Fosfor > character Fosfor > talk Fosfor oa give_Fosfor_mushrooms q juicy_cove_mushrooms*1 e lose juicy_cove_mushrooms*1 e deactivate e gain satisfy_Fosfor > quest_for satisfy_Fosfor [ Find a Cove Mushroom ] ta unlock_climb_tree xt climb_tree first_tree_ledge fall_down o roll_right treasure_tree_ledge roll_left qb push_peg @ Forest_Edge::treasure_tree_ledge > see_chest oa push_peg e gain push_peg e deactivate @ @ x roll_left second_tree_ledge - v fall_down forest_ledge - x bump_left first_squiggle bump_right At gain =1 fruit*8 x bump_left Greenheart_Table::main bump_out_right gt timed n This is a bumper passing tutorial gd table o bump_left > play_table 28 xt bump_left Mid_Tree::mid_tree_base bump_right gt timed # not the final act but getting in position for it > wickerling ta wickerling o bump_up gt ice_blocked r fall_left Greenheart_Table::main - t bump_left @ mailbox_ledge > mailbox > see 4 o bump_right e gain =1 fruit*4 @ @ xt bump_up Butterfly_Rock_Ledge::main bump_down At gain =1 fruit*5 > pinwheel o right o left > character Baldino q wake_up_Baldino # sleeping > jars > locked_visible 30 bump_up_left chest_ledge fall_right @ chest_ledge > see_chest > frozen @ @ ta unlock_bump_up_left n Now I have 21 fruit left xt bump_up_left ta chest At gain noisemaker F noisemaker wake_up_Baldino n The noisemaker ability to wake up Baldino is pretty obvious ta break_ice_block At gain fruit*7 t fall_right x fall_left Mid_Tree::mailbox_ledge - gt non-obvious gt momentum ta get_fruit n [ I tried the noisemaker on the mailbox since I didn't remember what was needed to stuff it. ] xt bump_right above_mid_ledge - o right e gain =1 fruit*4 # TODO: Let this just be "mid_tree_base"... r left Mid_Tree::mid_tree_base - e gain =1 fruit*3 gt hidden n Note the noisemaker can unhide this... t bump_up > talk Baldino n learn about Poison Toadstools > get_the_jars 5 t fall_left t bump_right r right Forest_Edge::first_squiggle - t bump_left t bump_left t bump_up t bump_up_left r fall_left Greenheart_Table::main - gt journey gt non-obvious gt momentum n [ Puts you on top of the table actually but your only option is to go back in and bump out. ] t bump_left t bump_up > spin_pinwheel 5 > flower > get 2 xt right below_covetop_lookout - > frozen o left gt stonering > jars o right q noisemaker e gain =1 fruit*5 x bump_up covetop_lookout fall_right > jars > get_the_jars 2 > pinwheel > spin_pinwheel 5 n [ Note the fruit from this pinwheel are actually added to the fall_left transition... ] # TODO: Annotate that more precisely? r fall_left Butterfly_Rock_Ledge::main - t right n at: below_covetop_lookout > exploration_disposition scrutinize n video "yokus-1.mkv" t = 9:46 > exploration_disposition explore xt left HornflamesTable::main top_right gd table > play_table 18 n This table is a dead end. t top_right t bump_up n at: covetop_lookout n Not sure why I did this, but okay. t fall_right n at: below_covetop_lookout > get_the_jars 2 xt right LookoutTunnels::top bump_up_left er gain =1 fruit*3 o fall_left > locked 30 shoot_right e gain =1 fruit*5 ta unlock_shoot_right xt fall_left bottom bump_up > locked 30 shoot_right ta unlock_shoot_right xt shoot_right Forest_Edge::treasure_tree_ledge bump_up gt tracks ta chest At gain fruit*30 ta push_peg > locked 30 bump_left ta unlock_bump_left xt bump_left wickerling_protrubance fall_right > wickerling ta wickerling t fall_right n at: Forest_Edge::treasure_tree_ledge t bump_up n at: LookoutTunnels::bottom t bump_up n at: LookoutTunnels::top xt shoot_right CoveHeights::lower_ledge shoot_left At gain =1 fruit*2 o right bottom - gt stonering n We get a table preview cutscene as we approach the stone ring. e gain =1 fruit*4 > exploration_disposition scrutinize n I check carefully for a fall-off to the left here. > exploration_disposition explore xt right z CoveMushroomTable n have: fruit*39 gd table > play_table 10 x up top down gt timed n have: fruit*49 gd table > play_table 10 o swing_right q leashed_sootling x up CoveHeights::top_ledge down a get_mushroom At deactivate At gain juicy_cove_mushrooms*1 n Map is updated x right hidden_cave left gt hidden a get_mushroom At deactivate At gain poison_toadstool*1 r shoot_left LookoutTunnels::top - gt stonering At gain =1 fruit*6 n have: fruit*65 > exploration_disposition collect t shoot_right n at: CoveHeights::lower_ledge t right n at: CoveMushroomTable::bottom t up n at: CoveMushroomTable::top > replay_table 37 n Note: my wallet cap is 100 right now... How to represent that? n have: fruit*100 t up n at: CoveHeights::top_ledge r shoot_left LookoutTunnels::top - t fall_left n at: LookoutTunnels::bottom t shoot_right n at: Forest_Edge::treasure_tree_ledge t roll_left n at: Forest_Edge::first_tree_ledge t fall_down n at: Forest_Edge::forest_ledge ta give_Fosfor_mushrooms n quest_complete