# quick menu

if persistent.quick_menu:
    $ quick_menu = True


show razor2 r blush onlayer back
with dissolve

scene bg basement razor2 postreveal onlayer back at Position(ypos=1125)
show razor2 close enthusiatic onlayer front at Position(ypos=1125)
with fade

play audio "audio/final/__metal_run.wav"
show razor2 r charge onlayer back
with dissolve

play audio "audio/final/Razor_ImpaleSwordBody_6.wav"
hide bg onlayer back
hide cg onlayer back
hide razor2 onlayer back
scene bg black

play audio "audio/final/Razor_ImpaleSwordBody_6.wav"
play audio "audio/one_shot/door_bedroom.wav"

show bg wild woods talk onlayer back
show mid wild woods talk onlayer front
show fore wild woods talk onlayer inyourface
with dissolve

show bg wild woods onlayer back
show mid wild woods onlayer front
show fore wild woods onlayer inyourface
with dissolve

stop music fadeout 15.0
stop sound fadeout 15.0
stop tertiary fadeout 15.0

play audio "audio/final/Nightmare_MaleBreath_1.wav"
play audio "audio/final/Nightmare_BloodFlow_1.wav"

play audio "audio/final/__metal_step.wav"
play audio "audio/final/__metal_run.wav"

play audio "audio/one_shot/footstep_run_medium.wav"
play audio "audio/one_shot/footsteps_stone.wav"
play audio "audio/one_shot/footsteps_hike_short.wav"
play audio "audio/one_shot/footsteps_creaky.wav"

if stranger_schism_count == 1:
    hide fore onlayer front
    show stranger start talk onlayer back at Position(ypos=1125)
    with dissolve
else:
    show stranger center talk onlayer farback at Position(ypos=1125)

if stranger_schism_count == 1:
    show stranger start onlayer back at Position(ypos=1125)
else:
    show stranger center onlayer farback at Position(ypos=1125)

if stranger_schism_count == 1:
    hide stranger onlayer back
    hide farback onlayer farback
    hide fore onlayer front
    hide bg onlayer back
    show stranger center onlayer farback

if persistent.quick_menu:
    $ quick_menu = True

# pickup blade

$ blade_held = True
$ default_mouse = "blade"
play audio "audio/one_shot/knife_pickup.wav"

# drop blade

$ blade_held = False
$ default_mouse = "default"
play audio "audio/one_shot/knife_bounce_several.wav"


# bloody mouse


play audio "audio/one_shot/footsteps_stone.wav"

$ princess_satisfy += 1
$ princess_deny += 1
$ princess_free += 1
$ princess_kept += 1

$ default_mouse = "blood"

################
if stranger_schism_first == "gentle":
    p ""
elif stranger_schism_first == "harsh":
    sp ""
elif stranger_schism_first == "neutral":
    p ""

if stranger_schism_gentle:
    ""
if stranger_schism_neutral:
    ""
if stranger_schism_harsh:
    ""
if stranger_schism_evil:
    ""
if stranger_schism_monster:
    ""

label zoom_test:
    menu:

        n "Test screen"

        "{i}• Zoom in.{/i}":
            show bg path onlayer farback at flip, Position(ypos=1125), zoom_in
            show midground path onlayer back at flip, Position(ypos=1125), zoom_in
            show front path onlayer front at flip, Position(ypos=1125), zoom_in

        "{i}• Zoom out.{/i}":
            show bg path onlayer farback at flip, Position(ypos=1125), zoom_out
            show midground path onlayer back at flip, Position(ypos=1125), zoom_out
            show front path onlayer front at flip, Position(ypos=1125), zoom_out


    jump zoom_test

    voice "audio/voices/mound/bonus/path.wav"
    mound "This path is already worn by travel and has been seen by one of my many eyes. You cannot walk it again. Change your course.\n"
    menu:
        extend ""

        "{i}• [[Dodge.]{/i}":
            voice "audio/voices/ch2/beast/_encounter/hero/31.wav"
            hero "Wait... what?!\n"


            voice "audio/voices/mound/bonus/path.wav"
            mound "This path is already worn by travel and has been seen by one of my many eyes. You cannot walk it again. Change your course.\n"
            voice "audio/voices/ch2/beast/_encounter/hero/31.wav"
            hero "Wait... what?!\n"


# wild music

#$ renpy.music.set_volume(0.55, channel='music2')
#$ renpy.music.set_volume(0.05, channel='music3')
#play music "audio/music/wild/the_wild_l1.ogg" loop
#play music2 "audio/music/wild/the_wild_l2.ogg" loop
#play music3 "audio/music/wild/the_wild_l3.ogg" loop
#play music4
#play music5

#$ renpy.music.set_volume(0.05, 0.5, channel='music')
#$ renpy.music.set_volume(1.0, 0.5, channel='music2')
#$ renpy.music.set_volume(0.5, 0.5, channel='music3')

#$ renpy.music.set_volume(1.0, 1.75, channel='music')
#$ renpy.music.set_volume(0.55, 1.75, channel='music2')
#$ renpy.music.set_volume(0.05, 1.75, channel='music3')
# resetting variables for future loops

"{i}• TEST BUTTON{/i}":
    hide bg onlayer farback
    hide midground onlayer back
    hide front onlayer front
    play secondary "audio/music/full/The Long Quiet Soft FINAL.ogg" loop fadein 1.0
    stop sound
    stop music

    #$ mound_fight_triggered = True
    #$ final_ending = "leave"
    $ loops_finished = 5
    $ stubborn_met = True
    $ hunted_met = True
    $ smitten_met = True
    $ paranoid_met = True
    $ skeptic_met = True
    $ cheated_met = True
    $ opportunist_met = True
    $ cold_met = True
    $ broken_met = True
    $ contrarian_met = True
    $ witch_end = "witch_betray"
    $ first_mound = "witch"
    $ first_princess = "gentle"
    $ second_mound = "fury"
    $ third_mound = "dereal"
    $ damsel_end = "dereal"
    $ grey_source = "damsel"
    $ fourth_mound = "wildnerves"
    $ wild_end = "joined"
    $ fifth_mound = "razorheart"
    $ razor_end = "peace"
    show farback quiet onlayer farback at Position(ypos=1125)
    show content m empty onlayer front at Position(ypos=1125)
    show mirror frame onlayer front at Position(ypos=1125)
    show player mirror onlayer front at Position(ypos=1125)
    jump mirror_finale
    #$ loops_destroyed = 2
    #$ loops_finished = 4
    #$ oblivion_when_met = 2

    jump felina_cabin_staging
