extends Module class_name PierreModule func getFlags(): return { "Pierre_Introduced": flag(FlagType.Bool), "Pets_Introduced": flag(FlagType.Bool), "Score_Explored": flag(FlagType.Number), "Quest_Status": flag(FlagType.Number), "Azazel_Catnip_talked": flag(FlagType.Bool), "Azazel_Catnip_found": flag(FlagType.Bool), "Azazel_Catnip_taken_today": flag(FlagType.Bool), "PC_Enslavement_Status": flag(FlagType.Number), "Azazel_Catnips_given": flag(FlagType.Number), "Quest_Bonked": flag(FlagType.Bool), "Quest_Wait_Another_Day": flag(FlagType.Bool), "Activated_Cabinets": flag(FlagType.Dict), "QuestionnaireQ1": flag(FlagType.Bool), "QuestionnaireQ2": flag(FlagType.Bool), "QuestionnaireQ3": flag(FlagType.Text), "QuestionnaireQ4": flag(FlagType.Text), } func _init(): id = "PierreModule" author = "Frisk" events = [ "res://Modules/PierreModule/EventTileOnEnter.gd", "res://Modules/PierreModule/GreenhouseCatnip.gd", "res://Modules/PierreModule/EngRoomClosetEvent.gd", "res://Modules/PierreModule/PierreQuestionnaireEvent.gd" ] scenes = [ "res://Modules/PierreModule/PierreTalkMain.gd", "res://Modules/PierreModule/GreenhouseCatnipStealScene.gd", "res://Modules/PierreModule/PetsTalkMain.gd", "res://Modules/PierreModule/EngRoomScene.gd", "res://Modules/PierreModule/PierreQuestionnaireScene.gd", "res://Modules/PierreModule/NoPetsTalkMain.gd" ] characters = [ "res://Modules/PierreModule/PierreCharacter.gd", "res://Modules/PierreModule/LamiaCharacter.gd", "res://Modules/PierreModule/HiisiCharacter.gd", "res://Modules/PierreModule/AzazelCharacter.gd" ] worldEdits = [ "res://Modules/PierreModule/PierreWorldEdit.gd" ] items = [ "res://Modules/PierreModule/CatnipItem.gd", "res://Modules/PierreModule/MapItem.gd", "res://Modules/PierreModule/CookieItem.gd" # I just felt like this game needs more variety in items, even if by themselves they don't do much ] quests = [ "res://Modules/PierreModule/PierresPetQuest.gd" ] func resetFlagsOnNewDay(): GM.main.setModuleFlag("PierreModule", "Azazel_Catnip_taken_today", false) GM.main.setModuleFlag("PierreModule", "Activated_Cabinets", {}) GM.main.setModuleFlag("PierreModule", "Quest_Wait_Another_Day", false)