Deltarune (Chapter 1) script viewer

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gml_Object_obj_doorX_Alarm_2

(view raw script w/o annotations or w/e)
1
global.entrance = 24;
2
instance_create(0, 0, obj_persistentfadein);
3
if (room == room_castle_town)
4
    room_goto(room_castle_tutorial );
5
if (room == room_castle_tutorial)
6
    room_goto(room_castle_town );
7
if (room == room_town_south)
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    room_goto(room_library );
9
if (room == room_library)
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    room_goto(room_town_south );
11
if (room == room_town_church)
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    room_goto(room_townhall );
13
if (room == room_townhall)
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    room_goto(room_town_church );
15
if (room == room_schoollobby)
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    room_goto(room_town_school );
17
if (room == room_town_school)
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    room_goto(room_schoollobby );
19
if (room == room_town_mid)
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    room_goto(room_diner );
21
if (room == room_diner)
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    room_goto(room_town_mid );
23
if (room == room_town_north)
24
    room_goto(room_flowershop_1f );
25
if (room == room_flowershop_1f)
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    room_goto(room_town_north );
27
if (room == room_cc_prisonlancer)
28
    room_goto(room_cc_prison_cells_ch1 Castle - B1 - Prison (in wall));
29
if (room == room_cc_prison_cells)
30
    room_goto(room_cc_prisonlancer_ch1 Castle - B1 - Corridor with puzzle);
31
if (room == room_forest_secret1)
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    room_goto(room_forest_dancers1_ch1 Forest - Star dancers (Broken key piece));
33
if (room == room_forest_dancers1)
34
    room_goto(room_forest_secret1_ch1 Forest - Dust Bunny ambush room);
35
if (room == room_forest_savepoint3)
36
    room_goto(room_forest_savepoint_relax_ch1 Forest - Before maze);
37
if (room == room_forest_savepoint_relax)
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{
39
    if (global.plot < 120)
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        room_goto(room_forest_maze1_ch1 Maze - Following only Lancer - Placeholder sprite is present.);
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    else
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        room_goto(room_forest_savepoint3_ch1 Maze - Exit (SAVE point));
43
}
44
if (room == room_forest_maze_susie)
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{
46
    if (y >= (room_height / 2))
47
    {
48
        global.flag[292 maze_fail_count] = 0;
49
        global.flag[291 maze_progress] = 0;
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        room_goto(room_forest_savepoint_relax_ch1 Forest - Before maze);
51
    }
52
    else
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    {
54
        room_goto(room_forest_maze2_ch1 Maze - following both Susie and Lancer - Placeholder sprite is present.);
55
    }
56
}
57
if (room == room_forest_castlefront)
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{
59
    if (global.plot < 150)
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        room_goto_previous();
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    else
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        room_goto(room_forest_fightsusie_ch1 Forest - Door room);
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}
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if (room == room_forest_fightsusie)
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{
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    if (global.plot < 150)
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        room_goto_next();
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    else
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        room_goto(room_forest_castlefront_ch1 Forest - Before Castle (Capture Scene));
70
}
71
if (room == room_forest_maze1 || room == room_forest_maze2)
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{
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    if (y >= (room_width / 2))
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    {
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        global.flag[292 maze_fail_count] = 0;
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        if (room == room_forest_maze1)
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        {
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            global.flag[291 maze_progress] = 0;
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            room_goto(room_forest_savepoint_relax_ch1 Forest - Before maze);
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        }
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        if (room == room_forest_maze2)
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        {
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            global.flag[291 maze_progress] = 5;
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            room_goto(room_forest_maze_susie_ch1 Maze - Intro);
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        }
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    }
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    else
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    {
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        with (obj_forestmaze_controller)
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            event_user(0);
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    }
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}