Deltarune (Chapter 1) script viewer

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gml_Object_obj_darkdoorevent_Step_0

(view raw script w/o annotations or w/e)
1
if (hcon == 1)
2
{
3
    if (instance_exists(obj_mainchara))
4
    {
5
        if (obj_mainchara.x >= 220 && global.interact == 0)
6
        {
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            global.interact = 1;
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            hcon = 2;
9
            global.msc = 140;
10
            global.fc = 2;
11
            global.fe = 3;
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            global.typer = 31;
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            scr_text
scr_text

function scr_text(arg0) { switch (arg0) { case 0: break; case 10: global.choicemsg[1] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_7_0")
; global.choicemsg[0] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_8_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; global.msg[0] =
* You really didn't want to throw it away.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_11_0")
; global.msg[1] =
* Throw it away anyway?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_12_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_13_0")
; break; case 11: if (global.choice == 0) { global.msg[0] =
* You felt a feeling of relief.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_19_0")
; } else { global.msg[0] =
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_23_0")
; global.msg[1] =
* It broke into pieces.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_24_0")
; global.msg[2] =
* You felt bitter.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_25_0")
; 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
scr_84_get_lang_string("scr_text_slash_scr_text_gml_38_0")
; global.msg[1] =
\E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_39_0")
; global.msg[2] =
\E1* Huh?Delay 11
* You want to be partners?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_40_0")
; global.msg[3] =
\E4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_41_0")
; global.msg[4] =
\E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_42_0")
; global.msg[5] =
\E4* I'll ask if you're sure!

Not yet Yes. Ask.\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_43_0")
; global.msg[6] = " "; break; case 101: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_50_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_51_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_56_0")
; break; case 102: global.msg[0] =
\E0* Do you wanna be partners?
Not yet Yes\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_61_0")
; global.msg[1] = " "; break; case 103: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_68_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_69_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_74_0")
; break; case 104: global.msg[0] =
\E0* Alright.Delay 11
* Let's get this over with.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_79_0")
; global.msg[1] =
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_80_0")
; global.msg[2] =
\E2* YOU'LL do our project.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_81_0")
; global.msg[3] =
* How's that sound?

Good Bad\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_82_0")
; global.msg[4] = " "; break; case 105: global.msg[0] = " %%"; break; case 110: global.choicemsg[0] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_91_0")
; global.choicemsg[1] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_92_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; if (global.flag[100 got_glowshard] == 0) { global.msg[0] =
* (There's something glowing inside.)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_97_0")
; global.msg[1] =
* (Take it?)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_98_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_99_0")
; } else { global.msg[0] =
* (It's dark inside.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_103_0")
; } break; case 111: if (global.choice == 0) { global.msg[0] =
* (You got the Glowshard.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_111_0")
; 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;
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
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        con = 20;
52
}
53
if (con == 4)
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{
55
    r = scr_dark_marker
scr_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])
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        instance_destroy();
58
    with (r)
59
    {
60
        image_speed = 0.25;
61
        scr_move_to_point_over_time
scr_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;
65
}
66
if (con == 6)
67
{
68
    with (r)
69
    {
70
        scr_halt
scr_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;
75
}
76
if (con == 8)
77
{
78
    with (r)
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        visible = 0;
80
    con = 20;
81
}
82
if (con == 20)
83
{
84
    image_index = 1;
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    snd_play(snd_impact);
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    instance_create(0, 0, obj_shake);
87
    con = 21;
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    alarm[4] = 70;
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;
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);
105
}