|
1
|
if (hcon == 1)
|
|
2
|
{
|
|
3
|
if (instance_exists(obj_mainchara))
|
|
4
|
{
|
|
5
|
if (obj_mainchara.x >= 220 && global.interact == 0)
|
|
6
|
{
|
|
7
|
global.interact = 1;
|
|
8
|
hcon = 2;
|
|
9
|
global.msc = 140;
|
|
10
|
global.fc = 2;
|
|
11
|
global.fe = 3;
|
|
12
|
global.typer = 31;
|
|
13
|
scr_textscr_text
function scr_text(arg0)
{
switch (arg0)
{
case 0:
break;
case 10:
global.choicemsg[1] = ;
global.choicemsg[0] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
global.msg[0] = * You really didn't want to throw it away.Wait for input ;
global.msg[1] = * Throw it away anyway?Wait for input ;
global.msg[2] = ;
break;
case 11:
if (global.choice == 0)
{
global.msg[0] = * You felt a feeling of relief.Wait for inputClose Message ;
}
else
{
global.msg[0] = * Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input ;
global.msg[1] = * It broke into pieces.Wait for input ;
global.msg[2] = * You felt bitter.Wait for inputClose Message ;
script_execute(scr_litemshift, global.menucoord[1], 0);
for (i = 0; i < 12; i += 1)
{
global.item[i] = 0;
global.weapon[i] = 0;
global.armor[i] = 0;
}
}
break;
case 100:
global.msg[0] = * Hey, Kris!Delay 11 What's up?Delay 11 * Didja lose your pencil again?Wait for input ;
global.msg[1] = Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = Face 1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = Face 4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = Face 4* I'll ask if you're sure!
Not yet Yes. Ask.Choice type 1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = Face 0* Do you wanna be partners? Not yet YesChoice type 1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Umm,Delay 11 OK.Delay 11 * You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message ;
break;
case 104:
global.msg[0] = Face 0* Alright.Delay 11 * Let's get this over with.Wait for input ;
global.msg[1] = * We'll get more chalk.Delay 11 * Mosey back to class.Delay 11 * And then,Delay 11 Kris...Wait for input ;
global.msg[2] = Face 2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good BadChoice type 1 ;
global.msg[4] = " ";
break;
case 105:
global.msg[0] = " %%";
break;
case 110:
global.choicemsg[0] = ;
global.choicemsg[1] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
if (global.flag[100 got_glowshard] == 0)
{
global.msg[0] = * (There's something glowing inside.)Wait for input ;
global.msg[1] = * (Take it?)Wait for input ;
global.msg[2] = ;
}
else
{
global.msg[0] = * (It's dark inside.)Wait for inputClose Message ;
}
break;
case 111:
if (global.choice == 0)
{
global.msg[0] = * (You got the Glowshard.)Wait for inputClose Message ;
global.flag[100 got_glowshard] = 1;
scr_itemget(3);
... (global.msc);
|
|
14
|
instance_create(0, 0, obj_dialoguer);
|
|
15
|
}
|
|
16
|
}
|
|
17
|
}
|
|
18
|
if (hcon == 2)
|
|
19
|
{
|
|
20
|
if (d_ex() == 0)
|
|
21
|
{
|
|
22
|
if (global.plot < 32)
|
|
23
|
global.plot = 32;
|
|
24
|
hcon = 3;
|
|
25
|
global.interact = 0;
|
|
26
|
}
|
|
27
|
}
|
|
28
|
if (con == 1)
|
|
29
|
{
|
|
30
|
if (instance_exists(obj_mainchara))
|
|
31
|
{
|
|
32
|
if (obj_mainchara.y <= 200 && global.interact == 0)
|
|
33
|
{
|
|
34
|
global.interact = 1;
|
|
35
|
con = 2;
|
|
36
|
mus_volume(global.currentsong[1], 0, 60);
|
|
37
|
alarm[4] = 40; gml_Object_obj_darkdoorevent_Alarm_4.gml
con += 1;
|
|
38
|
}
|
|
39
|
}
|
|
40
|
}
|
|
41
|
if (con == 2)
|
|
42
|
{
|
|
43
|
with (obj_mainchara)
|
|
44
|
image_alpha -= 0.04;
|
|
45
|
}
|
|
46
|
if (con == 3)
|
|
47
|
{
|
|
48
|
if (instance_exists(global.cinstance[0]))
|
|
49
|
con = 4;
|
|
50
|
else
|
|
51
|
con = 20;
|
|
52
|
}
|
|
53
|
if (con == 4)
|
|
54
|
{
|
|
55
|
r = scr_dark_markerscr_dark_marker
function scr_dark_marker(arg0, arg1, arg2)
{
thismarker = instance_create(arg0, arg1, obj_marker);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
image_xscale = 2;
image_yscale = 2;
}
return thismarker;
} (global.cinstance[0].x, global.cinstance[0].y, spr_ralseiu);
|
|
56
|
with (global.cinstance[0])
|
|
57
|
instance_destroy();
|
|
58
|
with (r)
|
|
59
|
{
|
|
60
|
image_speed = 0.25;
|
|
61
|
scr_move_to_point_over_timescr_move_to_point_over_time
function scr_move_to_point_over_time(arg0, arg1, arg2)
{
_mmm = instance_create(x, y, obj_move_to_point);
_mmm.target = id;
_mmm.movex = arg0;
_mmm.movey = arg1;
_mmm.movemax = arg2;
} (420, obj_mainchara.y - 10, 20);
|
|
62
|
}
|
|
63
|
con = 5;
|
|
64
|
alarm[4] = 20; gml_Object_obj_darkdoorevent_Alarm_4.gml
con += 1;
|
|
65
|
}
|
|
66
|
if (con == 6)
|
|
67
|
{
|
|
68
|
with (r)
|
|
69
|
{
|
|
70
|
scr_haltscr_halt
function scr_halt()
{
image_index = 0;
image_speed = 0;
speed = 0;
} ();
|
|
71
|
sprite_index = spr_ralseid;
|
|
72
|
}
|
|
73
|
con = 7;
|
|
74
|
alarm[4] = 40; gml_Object_obj_darkdoorevent_Alarm_4.gml
con += 1;
|
|
75
|
}
|
|
76
|
if (con == 8)
|
|
77
|
{
|
|
78
|
with (r)
|
|
79
|
visible = 0;
|
|
80
|
con = 20;
|
|
81
|
}
|
|
82
|
if (con == 20)
|
|
83
|
{
|
|
84
|
image_index = 1;
|
|
85
|
snd_play(snd_impact);
|
|
86
|
instance_create(0, 0, obj_shake);
|
|
87
|
con = 21;
|
|
88
|
alarm[4] = 70; gml_Object_obj_darkdoorevent_Alarm_4.gml
con += 1;
|
|
89
|
}
|
|
90
|
if (con == 22)
|
|
91
|
{
|
|
92
|
snd_free_all();
|
|
93
|
f = instance_create(0, 0, obj_fadeout);
|
|
94
|
f.fadespeed = 0.025;
|
|
95
|
con = 23;
|
|
96
|
alarm[4] = 60; gml_Object_obj_darkdoorevent_Alarm_4.gml
con += 1;
|
|
97
|
}
|
|
98
|
if (con == 24)
|
|
99
|
{
|
|
100
|
global.plot = 33;
|
|
101
|
global.interact = 0;
|
|
102
|
global.facing = 0;
|
|
103
|
instance_create(0, 0, obj_persistentfadein);
|
|
104
|
room_goto(room_field_start_ch1 Field - Great Door);
|
|
105
|
}
|