|
1
|
if (ambushed == 0)
|
|
2
|
{
|
|
3
|
scr_ambushscr_ambush
function scr_ambush()
{
with (obj_writer)
instance_destroy();
with (obj_face)
instance_destroy();
global.charturn = 3;
global.mnfight = 1;
global.myfight = -1;
}
();
|
|
4
|
ambushed = 1;
|
|
5
|
}
|
|
6
|
if (plot != 3)
|
|
7
|
{
|
|
8
|
global.charmove[0] = 1;
|
|
9
|
global.charmove[1] = 0;
|
|
10
|
if (global.charspecial[0] == 100)
|
|
11
|
spare_used = 1;
|
|
12
|
else
|
|
13
|
spare_used = 0;
|
|
14
|
}
|
|
15
|
else
|
|
16
|
{
|
|
17
|
global.charmove[0] = 0;
|
|
18
|
global.charmove[1] = 1;
|
|
19
|
if (global.charspecial[1] == 100)
|
|
20
|
ral_wrongcommand = 1;
|
|
21
|
if (global.charaction[1] == 4)
|
|
22
|
ral_wrongcommand = 1;
|
|
23
|
if (global.charaction[1] != 2 && global.charaction[1] != 4)
|
|
24
|
{
|
|
25
|
with (obj_attackpress)
|
|
26
|
{
|
|
27
|
with (obj_heroparent)
|
|
28
|
{
|
|
29
|
if (state == 1)
|
|
30
|
state = 0;
|
|
31
|
attacked = 0;
|
|
32
|
itemed = 0;
|
|
33
|
}
|
|
34
|
global.mnfight = 1;
|
|
35
|
global.myfight = -1;
|
|
36
|
instance_destroy();
|
|
37
|
}
|
|
38
|
global.charaction[1] = 0;
|
|
39
|
global.faceaction[1] = 0;
|
|
40
|
}
|
|
41
|
}
|
|
42
|
if (global.monster[myself] == 1)
|
|
43
|
{
|
|
44
|
global.flag[51 + myself] = 4;
|
|
45
|
commanded = 0;
|
|
46
|
if (global.mnfight == 1 && talked == 0)
|
|
47
|
{
|
|
48
|
global.writerimg[0] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btfight");
|
|
49
|
global.writerimg[1] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btdefend");
|
|
50
|
global.writerimg[2] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_bttech");
|
|
51
|
global.writerimg[3] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btact");
|
|
52
|
global.writerimg[4] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btspare");
|
|
53
|
global.writerimg[5] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btitem");
|
|
54
|
if (attackcon == 0)
|
|
55
|
{
|
|
56
|
scr_moveheartscr_moveheart
function scr_moveheart()
{
return instance_create(obj_herokris.x + 10, obj_herokris.y + 40, obj_moveheart);
}
();
|
|
57
|
abletotarget = 1;
|
|
58
|
if (global.charcantarget[0] == 0 && global.charcantarget[1] == 0 && global.charcantarget[2] == 0)
|
|
59
|
abletotarget = 0;
|
|
60
|
mytarget = choose(0);
|
|
61
|
if (abletotarget == 1)
|
|
62
|
{
|
|
63
|
while (global.charcantarget[mytarget] == 0)
|
|
64
|
mytarget = choose(0);
|
|
65
|
}
|
|
66
|
else
|
|
67
|
{
|
|
68
|
target = 3;
|
|
69
|
}
|
|
70
|
global.targeted[mytarget] = 1;
|
|
71
|
attackcon = 1;
|
|
72
|
instance_create(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle);
|
|
73
|
instance_create(0, 0, obj_darkener);
|
|
74
|
}
|
|
75
|
global.typer = 45;
|
|
76
|
global.fc = 2;
|
|
77
|
global.fe = 1;
|
|
78
|
global.msg[0] = * SkipWait for inputClose Message ;
|
|
79
|
if (plot == 0 && attackcon == 1)
|
|
80
|
{
|
|
81
|
global.fe = 0;
|
|
82
|
global.flag[30 ralsei_hat_state] = 0;
|
|
83
|
global.msg[0] = \E0* See that \cRHEART\cW, Kris?Wait for input ;
|
|
84
|
global.msg[1] = * That's your \cRSOUL\cW, the culmination of your being!Wait for input ;
|
|
85
|
global.msg[2] = \EB* Within,Delay 11 it holds your WILL...Delay 11 your COMPASSION...Wait for input ;
|
|
86
|
global.msg[3] = \E1* ... and the FATE of the world.Wait for input ;
|
|
87
|
global.msg[4] = \EB* If it gets hit,Delay 11 you and your friends will lose HP.Wait for input ;
|
|
88
|
global.msg[5] = \E3* If everyone's HP reaches 0,Delay 11 we'll lose the battle.Wait for input ;
|
|
89
|
global.msg[6] = \E0* So,Delay 11 please take care to avoid the enemy's attack.Wait for input ;
|
|
90
|
global.msg[7] = \E8* Ready?Delay 11 * Let's try dodging!Wait for inputClose Message ;
|
|
91
|
}
|
|
92
|
if (plot >= 1)
|
|
93
|
{
|
|
94
|
dial = 0;
|
|
95
|
if (global.charaction[0] == 1)
|
|
96
|
{
|
|
97
|
if (dummyhp > global.monsterhp[0])
|
|
98
|
dial = 1;
|
|
99
|
if (dummyhp == global.monsterhp[0] && plot == 1)
|
|
100
|
dial = 2;
|
|
101
|
if (dummyhp == global.monsterhp[0] && misstime == 9 && plot == 2)
|
|
102
|
{
|
|
103
|
dial = 3;
|
|
104
|
global.flag[205 tutorial_end] = 6;
|
|
105
|
}
|
|
106
|
if (dial == 1 && hitdum >= 3)
|
|
107
|
{
|
|
108
|
hitdum = 4;
|
|
109
|
dial = 3;
|
|
110
|
global.flag[205 tutorial_end] = 4;
|
|
111
|
}
|
|
112
|
}
|
|
113
|
if (global.charaction[0] == 10 && commanded == 0)
|
|
114
|
{
|
|
115
|
global.fe = 0;
|
|
116
|
global.msg[0] = \E0* That's DEFENDING,Delay 11 Kris.Delay 11 * You'll recover TP and take less damage.Wait for input ;
|
|
117
|
global.msg[1] = \E8* You should learn to ATTACK first,Delay 11 though.Wait for inputClose Message ;
|
|
118
|
if (defendtime == 1)
|
|
119
|
{
|
|
120
|
global.msg[0] = \E8* Gee,Delay 11 Kris!Delay 11 * You sure are good at defending!Wait for input ;
|
|
121
|
global.msg[1] = \E6* I'm not attacking,Delay 11 you,Delay 11 though, so... * No need to defend!Wait for inputClose Message ;
|
|
122
|
}
|
|
123
|
if (defendtime == 2)
|
|
124
|
{
|
|
125
|
global.fe = 1;
|
|
126
|
global.msg[0] = \E1* Ummm...Delay 11 * Kris?Wait for input ;
|
|
127
|
global.msg[1] = \E8* There are no bullets,Delay 11 and you can't use TP...Wait for input ;
|
|
128
|
global.msg[2] = \E8* So,Delay 11 umm,Delay 11 maybe you could stop defending?Wait for inputClose Message ;
|
|
129
|
}
|
|
130
|
if (defendtime == 3)
|
|
131
|
{
|
|
132
|
global.fe = 9;
|
|
133
|
global.msg[0] = \E9* ...Wait for inputClose Message ;
|
|
134
|
}
|
|
135
|
if (plot == 2)
|
|
136
|
{
|
|
137
|
global.writerimg[2] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_bttech");
|
|
138
|
global.msg[0] = \E8* Great job,Delay 11 Kris!Delay 11 * Now that you've gathered TP -Wait for input ;
|
|
139
|
global.msg[1] = \E0* How about spending that TP on one of my \cYSPELLs\cW?Wait for input ;
|
|
140
|
global.msg[2] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ;
|
|
141
|
global.msg[3] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ;
|
|
142
|
global.msg[4] = \E8* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ;
|
|
143
|
if (global.monsterhp[0] == global.monstermaxhp[0])
|
|
144
|
{
|
|
145
|
global.msg[2] = \E1* If you had,Delay 11 um,Delay 11 hit the enemy,Delay 11 it'd be TIRED now.Wait for input ;
|
|
146
|
global.msg[3] = \E0* In that case,Delay 11 we use my \cYPACIFY\cW spell on it...Wait for input ;
|
|
147
|
}
|
|
148
|
global.monsterstatus[myself] = 1;
|
|
149
|
if (global.monstercomment[myself] == " ")
|
|
150
|
global.monstercomment[myself] = ;
|
|
151
|
plot = 3;
|
|
152
|
if (defendtime == 4)
|
|
153
|
defendtime = 3;
|
|
154
|
}
|
|
155
|
if (defendtime >= 4)
|
|
156
|
{
|
|
157
|
dial = 3;
|
|
158
|
global.flag[205 tutorial_end] = 5;
|
|
159
|
}
|
|
160
|
defendtime += 1;
|
|
161
|
commanded = 1;
|
|
162
|
}
|
|
163
|
if (global.charaction[0] == 4 && commanded == 0)
|
|
164
|
{
|
|
165
|
global.fe = 0;
|
|
166
|
global.msg[0] = \E0* Oh,Delay 11 Kris,Delay 11 you found an \cYITEM\cW?Wait for input ;
|
|
167
|
global.msg[1] = \E1* I figured \cYITEMs\cW are self-explanatory,Delay 11 so...Wait for input ;
|
|
168
|
global.msg[2] = \E6* Let's skip over them for now,Delay 11 OK?Wait for inputClose Message ;
|
|
169
|
if (item_command == 1)
|
|
170
|
{
|
|
171
|
global.fe = 1;
|
|
172
|
global.msg[0] = \E3* You really want to learn about \cYITEMS\cW, Kris...?Wait for input ;
|
|
173
|
global.msg[1] = \E0* OK,Delay 11 I'll teach you!Wait for input ;
|
|
174
|
global.msg[2] = \E1* Errm...Wait for input ;
|
|
175
|
global.msg[3] = \E0* You use them,Delay 11 and something happens.Wait for input ;
|
|
176
|
global.msg[4] = \E8* ... is that sufficient?Wait for inputClose Message ;
|
|
177
|
}
|
|
178
|
if (item_command == 2)
|
|
179
|
{
|
|
180
|
global.fe = 6;
|
|
181
|
global.msg[0] = \E6* Yes,Delay 11 haha,Delay 11 that \cYITEM\cW is very pretty,Delay 11 isn't it?Wait for input ;
|
|
182
|
global.msg[1] = \E8* I'm glad you're enjoying yourself,Delay 11 Kris...!Wait for inputClose Message ;
|
|
183
|
}
|
|
184
|
if (item_command == 3)
|
|
185
|
{
|
|
186
|
global.fe = 0;
|
|
187
|
global.msg[0] = \E8* Kris,Delay 11 we can find lots more ITEMs on our journey!Wait for input ;
|
|
188
|
global.msg[1] = \E0* Which,Delay 11 will continue...Delay 11 after this tutorial.Wait for inputClose Message ;
|
|
189
|
}
|
|
190
|
if (item_command >= 4)
|
|
191
|
dial = 3;
|
|
192
|
commanded = 1;
|
|
193
|
item_command += 1;
|
|
194
|
}
|
|
195
|
if (ral_wrongcommand == 1 && commanded == 0)
|
|
196
|
{
|
|
197
|
global.msg[0] = \E8* Kris,Delay 11 please ask me to do a spell.Wait for inputClose Message ;
|
|
198
|
if (ral_wrongcommand_count == 0)
|
|
199
|
global.msg[0] = \E8* Kris,Delay 11 wouldn't you rather learn about \cYSPELLs\cW?Wait for inputClose Message ;
|
|
200
|
if (ral_wrongcommand_count == 1)
|
|
201
|
{
|
|
202
|
global.msg[0] = \E6* Kris,Delay 11 do you...Delay 11 know what a \cYSPELL\cW is?Wait for input ;
|
|
203
|
global.msg[1] = \E1* Can humans not even ASK people to use them...?Wait for inputClose Message ;
|
|
204
|
}
|
|
205
|
if (ral_wrongcommand_count == 2)
|
|
206
|
global.msg[0] = \E6* Kris,Delay 11 what if you just give me a hand sign?Wait for inputClose Message ;
|
|
207
|
if (ral_wrongcommand_count == 3)
|
|
208
|
{
|
|
209
|
global.msg[0] = *\E8 Ummm,Delay 11 if this is too difficult...Wait for input ;
|
|
210
|
global.msg[1] = * Let's move to the next lesson,Delay 11 OK?Wait for input ;
|
|
211
|
global.msg[2] = * \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input ;
|
|
212
|
global.msg[3] = \E8* Can be defeated through various \I3 s of kindness!Wait for input ;
|
|
213
|
global.msg[4] = * Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message ;
|
|
214
|
if (plot == 3)
|
|
215
|
plot = 4;
|
|
216
|
if (global.mercymod[myself] >= 100)
|
|
217
|
{
|
|
218
|
global.msg[2] = \EB* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input ;
|
|
219
|
global.msg[3] = \E0* Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input ;
|
|
220
|
global.msg[4] = * Now by using the \cYSPARE\cW (\I4 ) command,Delay 11 you can win!Wait for inputClose Message ;
|
|
221
|
plot = 5;
|
|
222
|
}
|
|
223
|
}
|
|
224
|
ral_wrongcommand_count += 1;
|
|
225
|
commanded = 0;
|
|
226
|
}
|
|
227
|
if (global.charaction[1] == 2 && ral_wrongcommand == 0 && commanded == 0)
|
|
228
|
{
|
|
229
|
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 A healing spell works too!Wait for input ;
|
|
230
|
global.msg[1] = * Now I have just a little more to teach you!Wait for input ;
|
|
231
|
global.msg[2] = * \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input ;
|
|
232
|
global.msg[3] = \E8* Can be defeated through various \I3 s of kindness!Wait for input ;
|
|
233
|
global.msg[4] = \E6* Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message ;
|
|
234
|
if (pacifycon == 1)
|
|
235
|
{
|
|
236
|
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 We would have won the battle by now!Wait for input ;
|
|
237
|
if (global.monsterstatus[myself] == 0)
|
|
238
|
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 If it was TIRED we would have won!Wait for input ;
|
|
239
|
}
|
|
240
|
plot = 4;
|
|
241
|
if (global.mercymod[myself] >= 100)
|
|
242
|
{
|
|
243
|
global.msg[2] = \E0* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input ;
|
|
244
|
global.msg[3] = * Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input ;
|
|
245
|
global.msg[4] = * Now by using the \cYSPARE\cW (\I4 ) command,Delay 11 you can win!Wait for inputClose Message ;
|
|
246
|
plot = 5;
|
|
247
|
}
|
|
248
|
commanded = 1;
|
|
249
|
}
|
|
250
|
if (spare_used == 1 && commanded == 0)
|
|
251
|
{
|
|
252
|
if (plot < 5)
|
|
253
|
{
|
|
254
|
global.fe = 0;
|
|
255
|
if (spare_command == 0)
|
|
256
|
global.msg[0] = \E8* Ah,Delay 11 Kris,Delay 11 don't worry about that command yet!Wait for inputClose Message ;
|
|
257
|
if (spare_command == 1)
|
|
258
|
global.msg[0] = \E6* You're really merciful,Delay 11 aren't you,Delay 11 Kris?Wait for inputClose Message ;
|
|
259
|
if (spare_command >= 2)
|
|
260
|
global.msg[0] = \E1* Kris,Delay 11 you are aware it's just a dummy,Delay 11 right...?Wait for inputClose Message ;
|
|
261
|
if (global.mercymod[myself] >= 100)
|
|
262
|
win_spare += 1;
|
|
263
|
if (win_spare == 1)
|
|
264
|
{
|
|
265
|
global.fe = 6;
|
|
266
|
global.msg[0] = \E0* Kris,Delay 11 since you SPARED an enemy after ACTING,Wait for input ;
|
|
267
|
global.msg[1] = \E1* You would have won in a real battle, but, um...Wait for input ;
|
|
268
|
global.msg[2] = \E0* Don't you want to learn other things,Delay 11 first?Wait for inputClose Message ;
|
|
269
|
}
|
|
270
|
if (win_spare == 2)
|
|
271
|
{
|
|
272
|
global.fe = 6;
|
|
273
|
global.msg[0] = \E0* I see...Delay 11 Then,Delay 11 perhaps we can just end here.Wait for input ;
|
|
274
|
global.msg[1] = \E1* You know how to win peacefully, so...Wait for input ;
|
|
275
|
global.msg[2] = \E8* That's good enough for me!Wait for inputClose Message ;
|
|
276
|
won = 1;
|
|
277
|
}
|
|
278
|
}
|
|
279
|
if (plot == 5)
|
|
280
|
{
|
|
281
|
global.msg[0] = \E0* Great job,Delay 11 Kris!Delay 11 * That'd be the end in a real battle!Wait for input ;
|
|
282
|
global.msg[1] = \E8* I'm really happy I had the chance to teach you,Delay 11 Kris!Wait for inputClose Message ;
|
|
283
|
won = 1;
|
|
284
|
}
|
|
285
|
spare_used = 0;
|
|
286
|
spare_command += 1;
|
|
287
|
commanded = 1;
|
|
288
|
}
|
|
289
|
if (dial == 1)
|
|
290
|
{
|
|
291
|
if (plot == 1)
|
|
292
|
{
|
|
293
|
global.fe = 3;
|
|
294
|
if (dummyhp > (global.monsterhp[0] + 50))
|
|
295
|
{
|
|
296
|
global.msg[0] = \E3* W-wow,Delay 11 Kris!Delay 11 * That was an amazing attack!Wait for input ;
|
|
297
|
global.msg[1] = \E8* Have you done this before or something...?Wait for input ;
|
|
298
|
}
|
|
299
|
else
|
|
300
|
{
|
|
301
|
global.msg[0] = \E0* Good job,Delay 11 Kris!Delay 11 * By the way,Delay 11 you'll do more damage...Wait for input ;
|
|
302
|
global.msg[1] = + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
}
(4) + when the cursor enters the box on the left!Wait for input ;
|
|
303
|
}
|
|
304
|
if (misstime >= 6)
|
|
305
|
{
|
|
306
|
global.fe = 8;
|
|
307
|
global.msg[0] = \E3* Kris!Delay 11 * You did it!!!Wait for input ;
|
|
308
|
global.msg[1] = \E8* (I was really just about at my limit...)Wait for input ;
|
|
309
|
}
|
|
310
|
global.msg[2] = \E0* OK, next let's try DEFENDING. (\I1 )Wait for input ;
|
|
311
|
global.msg[3] = * Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input ;
|
|
312
|
global.msg[4] = * Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input ;
|
|
313
|
global.msg[5] = * (Watch the orange big bar on the left!Delay 11 I'll explain it next!)Wait for inputClose Message ;
|
|
314
|
plot = 2;
|
|
315
|
if (defendtime >= 1)
|
|
316
|
{
|
|
317
|
global.msg[2] = \E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ;
|
|
318
|
global.msg[3] = * The big orange TP bar on the left filled up a bit!Wait for input ;
|
|
319
|
global.msg[4] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ;
|
|
320
|
global.msg[5] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ;
|
|
321
|
global.msg[6] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ;
|
|
322
|
global.msg[7] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ;
|
|
323
|
plot = 3;
|
|
324
|
}
|
|
325
|
}
|
|
326
|
else
|
|
327
|
{
|
|
328
|
if (hitdum == 0)
|
|
329
|
{
|
|
330
|
global.fe = 1;
|
|
331
|
global.msg[0] = \E1* Ummm...Delay 11 Kris?Delay 11 * You don't need to hit it anymore.Wait for input ;
|
|
332
|
global.msg[1] = \E8* I already know you're great at attacking!Wait for inputClose Message ;
|
|
333
|
}
|
|
334
|
if (hitdum == 1)
|
|
335
|
{
|
|
336
|
global.fe = 1;
|
|
337
|
global.msg[0] = \E1* U-umm,Delay 11 Kris...Delay 11 H-How do I put this...?Wait for input ;
|
|
338
|
global.msg[1] = \E1* Kris,Delay 11 seeing you,Delay 11 um,Delay 11 attack an effigy of myself...Wait for input ;
|
|
339
|
global.msg[2] = \E6* ... Kris,Delay 11 are you trying to say something?Wait for inputClose Message ;
|
|
340
|
}
|
|
341
|
if (hitdum == 2)
|
|
342
|
{
|
|
343
|
global.fe = 6;
|
|
344
|
global.msg[0] = \E6* Ah,Delay 11 Kris...Delay 11 I...Delay 11 um,Delay 11 I think I understand.Wait for input ;
|
|
345
|
global.msg[1] = \E1* W-Delay 11well,Delay 11 if...Delay 11 during our adventure,Wait for input ;
|
|
346
|
global.msg[2] = \E7* ... if you want to hit me,Delay 11 that's OK,Delay 11 too!Wait for inputClose Message ;
|
|
347
|
}
|
|
348
|
if (hitdum >= 3)
|
|
349
|
dial = 3;
|
|
350
|
hitdum += 1;
|
|
351
|
}
|
|
352
|
}
|
|
353
|
if (dial == 2)
|
|
354
|
{
|
|
355
|
global.fe = 3;
|
|
356
|
global.msg[0] = \E3* Oh,Delay 11 sorry,Delay 11 Kris!Delay 11 * I forgot to mention!Delay 11 * When you're ATTACKing...Wait for input ;
|
|
357
|
global.msg[1] = + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
}
(4) + again when the cursor goes in the box!Wait for inputClose Message ;
|
|
358
|
if (misstime >= 1)
|
|
359
|
{
|
|
360
|
global.fe = 8;
|
|
361
|
global.msg[0] = \E8* It's OK,Delay 11 Kris!Delay 11 * You'll get it!Delay 11 * Try again!Wait for inputClose Message ;
|
|
362
|
if (misstime == 2)
|
|
363
|
global.msg[0] = + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
}
(4) + when the white rectangle's in the blue box!Wait for inputClose Message ;
|
|
364
|
if (misstime == 3)
|
|
365
|
global.msg[0] = \E6* Ummm...Delay 11 you can press + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
}
(4) + a lot,Delay 11 if it helps!Wait for inputClose Message ;
|
|
366
|
if (misstime == 4)
|
|
367
|
global.msg[0] = \E6* Kris...Delay 11 * Please try to press + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
}
(4) + .Wait for inputClose Message ;
|
|
368
|
if (misstime == 5)
|
|
369
|
global.msg[0] = \E6* Ummm,Delay 11 Kris?Delay 11 * Can you see the white rectangle?Wait for inputClose Message ;
|
|
370
|
if (misstime == 6)
|
|
371
|
global.msg[0] = \E8* You know rectangles?Delay 11 * They're like messed-up squares?Wait for inputClose Message ;
|
|
372
|
if (misstime == 7)
|
|
373
|
{
|
|
374
|
global.fe = 9;
|
|
375
|
global.msg[0] = \E9* ...Wait for inputClose Message ;
|
|
376
|
}
|
|
377
|
if (misstime == 8)
|
|
378
|
{
|
|
379
|
global.fe = 1;
|
|
380
|
global.msg[0] = \E6* Umm,Delay 11 perhaps we should try something else?Wait for inputClose Message ;
|
|
381
|
plot = 2;
|
|
382
|
if (defendtime >= 1)
|
|
383
|
{
|
|
384
|
global.msg[0] = \E6* Umm,Delay 11 perhaps we should try something else?Wait for input ;
|
|
385
|
global.msg[1] = \E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ;
|
|
386
|
global.msg[2] = * The big orange TP bar on the left filled up a bit!Wait for input ;
|
|
387
|
global.msg[3] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ;
|
|
388
|
global.msg[4] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ;
|
|
389
|
global.msg[5] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ;
|
|
390
|
global.msg[6] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ;
|
|
391
|
plot = 3;
|
|
392
|
}
|
|
393
|
}
|
|
394
|
}
|
|
395
|
misstime += 1;
|
|
396
|
}
|
|
397
|
if (dial == 3)
|
|
398
|
{
|
|
399
|
global.fe = 9;
|
|
400
|
global.msg[0] = ;
|
|
401
|
global.msg[1] = \E8* Kris,Delay 11 I think I've,Delay 11 um,Delay 11 perhaps...Wait for input ;
|
|
402
|
global.msg[2] = \E1* Reached the limits of what I can teach you today.Wait for input ;
|
|
403
|
global.msg[3] = \E0* Let's go find Susie.Wait for inputClose Message ;
|
|
404
|
if (hitdum >= 4)
|
|
405
|
{
|
|
406
|
global.msg[0] = \E9* Kris,Delay 11 I don't mean to interrupt,Delay 11 but...Wait for input ;
|
|
407
|
global.msg[1] = \E3* You're going to break the dummy at this rate.Wait for input ;
|
|
408
|
global.msg[2] = \E1* I suppose we'll have to stop here for now.Wait for inputClose Message ;
|
|
409
|
}
|
|
410
|
won = 1;
|
|
411
|
global.myfight = 999;
|
|
412
|
global.mnfight = 999;
|
|
413
|
}
|
|
414
|
}
|
|
415
|
scr_battletextscr_battletext
function scr_battletext()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
if (global.fc == 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
myface = instance_create(xx + 26, yy + 380, obj_face);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
}
();
|
|
416
|
if (global.msg[0] == * SkipWait for inputClose Message )
|
|
417
|
{
|
|
418
|
with (obj_writer)
|
|
419
|
instance_destroy();
|
|
420
|
}
|
|
421
|
acting = 0;
|
|
422
|
spare_used = 0;
|
|
423
|
dummyhp = global.monsterhp[myself];
|
|
424
|
talked = 1;
|
|
425
|
talktimer = 0;
|
|
426
|
ral_wrongcommand = 0;
|
|
427
|
}
|
|
428
|
if (global.mnfight == 9786 && attacked == 0)
|
|
429
|
{
|
|
430
|
turns += 1;
|
|
431
|
global.turntimer = -1;
|
|
432
|
scr_mnendturnscr_mnendturn
function scr_mnendturn()
{
if (global.char[0] == 2)
sus = 0;
if (global.char[1] == 2)
sus = 1;
if (global.char[2] == 2)
sus = 2;
techwon = 0;
if (scr_monsterpop() == 0)
techwon = 1;
if (techwon == 0)
{
scr_battlecursor_memory_reset();
global.mnfight = 0;
global.myfight = 0;
global.bmenuno = 0;
global.charturn = 0;
skip = 0;
for (i = 0; i < 3; i += 1)
{
with (global.charinstance[i])
tu = 0;
hptarget = global.char[i];
if (global.char[i] != 0 && global.hp[hptarget] <= 0)
{
healamt = ceil(global.maxhp[hptarget] / 8);
dmgwr = instance_create(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter);
with (dmgwr)
{
delay = 1;
type = 3;
}
dmgwr.damage = scr_heal(i, healamt);
if (global.hp[hptarget] >= 1)
{
with (dmgwr)
specialmessage = 4;
}
}
}
if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1)
global.charturn = 1;
if (global.charturn == 1)
{
if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1)
global.charturn = 2;
}
if (global.charturn == 2)
{
if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1)
skip = 1;
}
for (i = 0; i < 3; i += 1)
{
global.acting[i] = 0;
global.temptension[i] = global.tension;
global.charspecial[i] = 0;
global.targeted[i] = 0;
global.charaction[i] = 0;
global.faceaction[i] = 0;
}
with (obj_monsterparent)
{
attacked = 0;
talked = 0;
acting = 0;
}
if (skip == 1)
{
if (global.char[0] == 2 && global.charauto[2] == 1)
{
global.acting[0] = 1;
global.myfight = 3;
}
scr_endturn();
}
for (i = 0; i < 12; i += 1)
{
for (j = 0; j < 3; j += 1)
tempitem[i][j] = global.item[i];
}
}
else
{
scr_wincombat();
}
}
();
|
|
433
|
attacked = 1;
|
|
434
|
rr = floor(random(0));
|
|
435
|
global.typer = 6;
|
|
436
|
global.fc = 0;
|
|
437
|
if (rr == 0)
|
|
438
|
global.battlemsg[0] = * Ralsei looks on expectedly. ;
|
|
439
|
}
|
|
440
|
if (talked == 1 && global.mnfight == 1)
|
|
441
|
{
|
|
442
|
if (won == 0)
|
|
443
|
{
|
|
444
|
rtimer = 0;
|
|
445
|
scr_blconskipscr_blconskip
function scr_blconskip(arg0)
{
if (arg0 != -1)
{
if (button1_p() && talktimer > arg0)
talktimer = talkmax;
talktimer += 1;
if (talktimer >= talkmax)
{
with (obj_writer)
instance_destroy();
global.mnfight = 2;
}
}
if (arg0 == -1)
{
if (instance_exists(obj_writer) == false)
global.mnfight = 2;
}
}
(-1);
|
|
446
|
if (global.mnfight == 2 && attackcon == 1)
|
|
447
|
{
|
|
448
|
if (!instance_exists(obj_moveheart) && !instance_exists(obj_heart))
|
|
449
|
scr_moveheartscr_moveheart
function scr_moveheart()
{
return instance_create(obj_herokris.x + 10, obj_herokris.y + 40, obj_moveheart);
}
();
|
|
450
|
if (!instance_exists(obj_growtangle))
|
|
451
|
instance_create(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle);
|
|
452
|
}
|
|
453
|
}
|
|
454
|
else if (!instance_exists(obj_writer))
|
|
455
|
{
|
|
456
|
scr_monsterdefeatscr_monsterdefeat
function scr_monsterdefeat()
{
if (global.monster[myself] == 1)
{
global.monstergold[3] += global.monstergold[myself];
global.monsterexp[3] += global.monsterexp[myself];
global.monster[myself] = 0;
if (global.flag[51 + myself] == 0)
{
global.flag[51 + myself] = 2;
if (global.monsterhp[myself] <= 0)
global.flag[51 + myself] = 1;
}
if (global.flag[51 + myself] == 1)
global.flag[40 violences] += 1;
if (global.flag[51 + myself] == 2)
global.flag[41 spares] += 1;
if (global.flag[51 + myself] == 3)
global.flag[42 pacifies] += 1;
if (global.flag[51 + myself] == 5)
global.flag[43 autosusie_violences] += 1;
if (scr_monsterpop() == 0)
{
_amt_add = 0;
_violenced = 0;
_spared = 0;
_pacified = 0;
for (d_i = 0; d_i < 3; d_i += 1)
{
if (global.flag[51 + d_i] != 0)
_amt_add += 1;
if (global.flag[51 + d_i] == 1)
_violenced += 1;
if (global.flag[51 + d_i] == 2)
_spared += 1;
if (global.flag[51 + d_i] == 3)
_pacified += 1;
}
if (_pacified > 0)
global.flag[50 last_encounter_end] = 3;
if (_spared > 0)
global.flag[50 last_encounter_end] = 2;
if (_violenced > 0)
global.flag[50 last_encounter_end] = 1;
}
event_user(11);
}
}
();
|
|
457
|
scr_mnendturnscr_mnendturn
function scr_mnendturn()
{
if (global.char[0] == 2)
sus = 0;
if (global.char[1] == 2)
sus = 1;
if (global.char[2] == 2)
sus = 2;
techwon = 0;
if (scr_monsterpop() == 0)
techwon = 1;
if (techwon == 0)
{
scr_battlecursor_memory_reset();
global.mnfight = 0;
global.myfight = 0;
global.bmenuno = 0;
global.charturn = 0;
skip = 0;
for (i = 0; i < 3; i += 1)
{
with (global.charinstance[i])
tu = 0;
hptarget = global.char[i];
if (global.char[i] != 0 && global.hp[hptarget] <= 0)
{
healamt = ceil(global.maxhp[hptarget] / 8);
dmgwr = instance_create(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter);
with (dmgwr)
{
delay = 1;
type = 3;
}
dmgwr.damage = scr_heal(i, healamt);
if (global.hp[hptarget] >= 1)
{
with (dmgwr)
specialmessage = 4;
}
}
}
if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1)
global.charturn = 1;
if (global.charturn == 1)
{
if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1)
global.charturn = 2;
}
if (global.charturn == 2)
{
if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1)
skip = 1;
}
for (i = 0; i < 3; i += 1)
{
global.acting[i] = 0;
global.temptension[i] = global.tension;
global.charspecial[i] = 0;
global.targeted[i] = 0;
global.charaction[i] = 0;
global.faceaction[i] = 0;
}
with (obj_monsterparent)
{
attacked = 0;
talked = 0;
acting = 0;
}
if (skip == 1)
{
if (global.char[0] == 2 && global.charauto[2] == 1)
{
global.acting[0] = 1;
global.myfight = 3;
}
scr_endturn();
}
for (i = 0; i < 12; i += 1)
{
for (j = 0; j < 3; j += 1)
tempitem[i][j] = global.item[i];
}
}
else
{
scr_wincombat();
}
}
();
|
|
458
|
}
|
|
459
|
}
|
|
460
|
if (global.mnfight == 2 && attacked == 0)
|
|
461
|
{
|
|
462
|
if (attackcon != 1)
|
|
463
|
rtimer = 8;
|
|
464
|
rtimer += 1;
|
|
465
|
if (rtimer >= 8)
|
|
466
|
{
|
|
467
|
rr = choose(0);
|
|
468
|
if (rr == 0)
|
|
469
|
{
|
|
470
|
dc = instance_create(x, y, obj_dbulletcontroller);
|
|
471
|
dc.type = 14;
|
|
472
|
dc.target = mytarget;
|
|
473
|
dc.damage = global.monsterat[myself] * 5;
|
|
474
|
}
|
|
475
|
turns += 1;
|
|
476
|
global.turntimer = 150;
|
|
477
|
if (attackcon == 1)
|
|
478
|
battlecancel = 2;
|
|
479
|
if (attackcon != 1)
|
|
480
|
{
|
|
481
|
global.turntimer = -100;
|
|
482
|
with (dc)
|
|
483
|
instance_destroy();
|
|
484
|
}
|
|
485
|
attackcon = 2;
|
|
486
|
attacked = 1;
|
|
487
|
global.typer = 6;
|
|
488
|
global.fc = 0;
|
|
489
|
global.battlemsg[0] = ;
|
|
490
|
global.writerimg[0] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btfight");
|
|
491
|
global.writerimg[1] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btdefend");
|
|
492
|
global.writerimg[2] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_bttech");
|
|
493
|
global.writerimg[3] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btact");
|
|
494
|
global.writerimg[4] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btspare");
|
|
495
|
global.writerimg[5] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btitem");
|
|
496
|
global.fc = 0;
|
|
497
|
if (plot == 1)
|
|
498
|
global.battlemsg[0] = * Let's try FIGHTing! (\I0 ) ;
|
|
499
|
if (plot == 2)
|
|
500
|
global.battlemsg[0] = * Let's try DEFENDing! (\I1 ) ;
|
|
501
|
if (plot == 3)
|
|
502
|
global.battlemsg[0] = * Let's try SPELLs! (\I2 ) ;
|
|
503
|
if (plot == 4)
|
|
504
|
global.battlemsg[0] = ;
|
|
505
|
if (plot == 5)
|
|
506
|
global.battlemsg[0] = ;
|
|
507
|
spare_used = 0;
|
|
508
|
ral_wrongcommand = 0;
|
|
509
|
}
|
|
510
|
else
|
|
511
|
{
|
|
512
|
global.turntimer = 150;
|
|
513
|
}
|
|
514
|
}
|
|
515
|
if (global.mnfight == 2)
|
|
516
|
{
|
|
517
|
if (global.turntimer <= 1)
|
|
518
|
{
|
|
519
|
if (battlecancel == 2)
|
|
520
|
{
|
|
521
|
with (obj_battlecontroller)
|
|
522
|
noreturn = 1;
|
|
523
|
con = 1;
|
|
524
|
battlecancel = 3;
|
|
525
|
}
|
|
526
|
}
|
|
527
|
}
|
|
528
|
}
|
|
529
|
if (con == 1)
|
|
530
|
{
|
|
531
|
con = 2;
|
|
532
|
alarm[5] = 2;
gml_Object_obj_dummyenemy_Alarm_5.gml
con += 1;
|
|
533
|
}
|
|
534
|
if (con == 3)
|
|
535
|
{
|
|
536
|
global.typer = 45;
|
|
537
|
global.fc = 2;
|
|
538
|
global.fe = 0;
|
|
539
|
global.writerimg[0] = scr_84_get_spritescr_84_get_sprite
function scr_84_get_sprite(arg0)
{
return ds_map_find_value(global.chemg_sprite_map, arg0);
}
("spr_btfight");
|
|
540
|
global.msg[0] = * Great job,Delay 11 Kris!Delay 11 * You're a natural!Wait for input ;
|
|
541
|
if (kris_inithp > global.hp[1])
|
|
542
|
{
|
|
543
|
global.fe = 6;
|
|
544
|
global.msg[0] = \E6* Ouch,Delay 11 it's OK,Delay 11 Kris!Delay 11 You're still learning!Wait for input ;
|
|
545
|
}
|
|
546
|
global.msg[1] = \E8* Anyhow,Delay 11 after the enemy attacks,Delay 11 it's our turn,Delay 11 Kris!Wait for input ;
|
|
547
|
global.msg[2] = \E0* First,Delay 11 I'll teach you how to \cYFIGHT\cW (\I0 ).Wait for input ;
|
|
548
|
global.msg[3] = \E1* Though \cYFIGHTing\cW is unnecessary in this world...Wait for input ;
|
|
549
|
global.msg[4] = \E8* There's no harm in a thorough lesson!Wait for inputClose Message ;
|
|
550
|
global.battlemsg[0] = * Let's try FIGHTing! (\I0 ) ;
|
|
551
|
scr_battletextscr_battletext
function scr_battletext()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
if (global.fc == 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
myface = instance_create(xx + 26, yy + 380, obj_face);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
}
();
|
|
552
|
con = 6;
|
|
553
|
}
|
|
554
|
if (con == 6 && !instance_exists(obj_writer))
|
|
555
|
{
|
|
556
|
with (obj_battlecontroller)
|
|
557
|
{
|
|
558
|
noreturn = 0;
|
|
559
|
alarm[2]
|
|
560
|
}
|
|
561
|
battlecancel = 0;
|
|
562
|
if (plot == 0)
|
|
563
|
plot = 1;
|
|
564
|
con = 7;
|
|
565
|
}
|
|
566
|
if (global.myfight == 3)
|
|
567
|
{
|
|
568
|
xx = __view_get(e__VW.XView, 0);
|
|
569
|
yy = __view_get(e__VW.YView, 0);
|
|
570
|
if (acting == 1 && actcon == 0)
|
|
571
|
{
|
|
572
|
actcon = 1;
|
|
573
|
global.msg[0] = * DUMMY - AT 0 DF 0 * Cotton heart and button eye * Looks just like a fluffy guy.Wait for inputClose Message ;
|
|
574
|
if (checked == 0)
|
|
575
|
{
|
|
576
|
global.msg[0] = * DUMMY - AT 0 DF 0 * Cotton heart and button eye * Looks just like a fluffy guy.Wait for input ;
|
|
577
|
scr_ralfacescr_ralface
function scr_ralface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(\TX \F0 \E~1 \FR \TR Close Message , string(arg1));
}
(1, 6);
|
|
578
|
global.msg[2] = * Er,Delay 11 sorry,Delay 11 it kind of looks like me...Wait for input ;
|
|
579
|
global.msg[3] = \E1* I've been alone,Delay 11 so I didn't have anyone to model it after...Wait for input ;
|
|
580
|
global.msg[4] = \E6* Kris,Delay 11 since it's me,Delay 11 please be kind to it,Delay 11 OK?Wait for inputClose Message ;
|
|
581
|
}
|
|
582
|
checked += 1;
|
|
583
|
scr_battletext_defaultscr_battletext_default
function scr_battletext_default()
{
global.fc = 0;
global.typer = 4;
scr_battletext();
return battlewriter;
}
();
|
|
584
|
}
|
|
585
|
if (acting == 2 && actcon == 0)
|
|
586
|
{
|
|
587
|
actcon = 10;
|
|
588
|
with (obj_herokris)
|
|
589
|
{
|
|
590
|
global.faceaction[myself] = 0;
|
|
591
|
state = 0;
|
|
592
|
acttimer = 0;
|
|
593
|
}
|
|
594
|
global.msg[0] = * You hug the DUMMY.Wait for inputClose Message ;
|
|
595
|
scr_battletext_defaultscr_battletext_default
function scr_battletext_default()
{
global.fc = 0;
global.typer = 4;
scr_battletext();
return battlewriter;
}
();
|
|
596
|
}
|
|
597
|
if (actcon == 1 && !instance_exists(obj_writer))
|
|
598
|
{
|
|
599
|
global.acting[0] = 0;
|
|
600
|
global.acting[1] = 0;
|
|
601
|
global.acting[2] = 0;
|
|
602
|
actcon = 0;
|
|
603
|
acting = -1;
|
|
604
|
scr_attackphasescr_attackphase
function scr_attackphase()
{
with (obj_battlecontroller)
{
techwon = 0;
if (scr_monsterpop() == 0)
techwon = 1;
if (techwon == 0)
{
fightphase = 1;
global.charturn = 3;
if (global.charaction[0] == 4 || global.charaction[0] == 2)
fightphase = 0;
if (global.charaction[1] == 4 || global.charaction[1] == 2)
fightphase = 0;
if (global.charaction[2] == 4 || global.charaction[2] == 2)
fightphase = 0;
if (global.myfight == 4)
fightphase = 1;
if (fightphase == 1)
{
global.myfight = 1;
instance_create(xx + 2, yy + 365, obj_attackpress);
}
else
{
global.myfight = 4;
instance_create(0, 0, obj_spellphase);
}
}
else
{
scr_wincombat();
}
}
}
();
|
|
605
|
}
|
|
606
|
if (actcon == 10)
|
|
607
|
{
|
|
608
|
with (global.charinstance[0])
|
|
609
|
visible = 0;
|
|
610
|
k = 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.charinstance[0].x, global.charinstance[0].y, spr_kris_hug);
|
|
611
|
with (k)
|
|
612
|
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;
}
(global.monsterx[0] - 42, global.monstery[0] - 30, 15);
|
|
613
|
actcon = 11;
|
|
614
|
alarm[4] = 25;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
615
|
}
|
|
616
|
if (actcon == 12)
|
|
617
|
{
|
|
618
|
with (k)
|
|
619
|
image_speed = 0.25;
|
|
620
|
actcon = 13;
|
|
621
|
alarm[4] = 12;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
622
|
}
|
|
623
|
if (actcon == 14)
|
|
624
|
{
|
|
625
|
with (k)
|
|
626
|
image_speed = 0;
|
|
627
|
actcon = 15;
|
|
628
|
}
|
|
629
|
if (actcon == 15 && !instance_exists(obj_writer))
|
|
630
|
{
|
|
631
|
global.flag[205 tutorial_end] = 1;
|
|
632
|
global.typer = 45;
|
|
633
|
global.fc = 2;
|
|
634
|
global.fe = 0;
|
|
635
|
global.msg[0] = * How caring,Delay 11 Kris!Wait for inputClose Message ;
|
|
636
|
if (plot == 5)
|
|
637
|
{
|
|
638
|
global.msg[0] = * That's great,Delay 11 Kris!Delay 11 * Just one hug is enough,Delay 11 though!Wait for inputClose Message ;
|
|
639
|
if (hugtime >= 1)
|
|
640
|
global.msg[0] = \E8* Kris,Delay 11 you don't need to hug it anymore.Wait for inputClose Message ;
|
|
641
|
hugtime += 1;
|
|
642
|
}
|
|
643
|
if (plot == 1)
|
|
644
|
{
|
|
645
|
global.fe = 3;
|
|
646
|
global.msg[0] = * Huh...?Delay 11 Kris,Delay 11 you'd rather hug it out than fight?Wait for input ;
|
|
647
|
global.msg[1] = ;
|
|
648
|
global.msg[2] = \E8* You know what,Delay 11 that's fine!Delay 11 We don't need to fight!Wait for input ;
|
|
649
|
global.msg[3] = * OK, next let's try DEFENDING. (\I1 )Wait for input ;
|
|
650
|
global.msg[4] = * Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input ;
|
|
651
|
global.msg[5] = * Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input ;
|
|
652
|
global.msg[6] = * (Watch the orange big bar on the left!Delay 11 I'll explain it next!Wait for inputClose Message ;
|
|
653
|
plot = 2;
|
|
654
|
if (defendtime >= 1)
|
|
655
|
{
|
|
656
|
global.msg[3] = * Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ;
|
|
657
|
global.msg[4] = * The big orange TP bar on the left filled up a bit!Wait for input ;
|
|
658
|
global.msg[5] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ;
|
|
659
|
global.msg[6] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ;
|
|
660
|
global.msg[7] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ;
|
|
661
|
global.msg[8] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ;
|
|
662
|
plot = 3;
|
|
663
|
}
|
|
664
|
}
|
|
665
|
if (plot == 4)
|
|
666
|
{
|
|
667
|
global.fe = 8;
|
|
668
|
global.msg[0] = * Aww,Delay 11 that's great,Delay 11 Kris!Wait for input ;
|
|
669
|
global.msg[1] = \E0* Each enemy has different ACTs that satisfy them.Wait for input ;
|
|
670
|
global.msg[2] = * When an enemy is satisfied,Delay 11 its name turns \cYYELLOW\cW.Wait for input ;
|
|
671
|
global.msg[3] = * When that happens,Delay 11 you can defeat it by SPARING (\I4 ) it!Wait for input ;
|
|
672
|
global.msg[4] = * If we \cYSPARE\cW all the enemies we meet,Delay 11 we'll never have to \cYFIGHT\cW!Wait for inputClose Message ;
|
|
673
|
plot = 5;
|
|
674
|
}
|
|
675
|
scr_battletextscr_battletext
function scr_battletext()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
if (global.fc == 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
myface = instance_create(xx + 26, yy + 380, obj_face);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
}
();
|
|
676
|
actcon = 16;
|
|
677
|
}
|
|
678
|
if (actcon == 16 && !instance_exists(obj_writer))
|
|
679
|
{
|
|
680
|
with (myface)
|
|
681
|
instance_destroy();
|
|
682
|
with (k)
|
|
683
|
image_speed = -0.25;
|
|
684
|
actcon = 17;
|
|
685
|
alarm[4] = 12;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
686
|
}
|
|
687
|
if (actcon == 18)
|
|
688
|
{
|
|
689
|
with (k)
|
|
690
|
image_speed = 0;
|
|
691
|
with (k)
|
|
692
|
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;
}
(global.charinstance[0].x, global.charinstance[0].y, 15);
|
|
693
|
actcon = 19;
|
|
694
|
alarm[4] = 25;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
695
|
}
|
|
696
|
if (actcon == 20)
|
|
697
|
{
|
|
698
|
with (k)
|
|
699
|
instance_destroy();
|
|
700
|
global.mercymod[0] = 100;
|
|
701
|
global.mercymod[1] = 100;
|
|
702
|
global.charinstance[0].visible = 1;
|
|
703
|
actcon = 1;
|
|
704
|
}
|
|
705
|
if (acting == 3 && actcon == 0)
|
|
706
|
{
|
|
707
|
makekris = 0;
|
|
708
|
with (obj_herokris)
|
|
709
|
{
|
|
710
|
global.faceaction[myself] = 0;
|
|
711
|
state = 0;
|
|
712
|
acttimer = 0;
|
|
713
|
}
|
|
714
|
with (obj_heroralsei)
|
|
715
|
{
|
|
716
|
global.faceaction[myself] = 0;
|
|
717
|
state = 0;
|
|
718
|
acttimer = 0;
|
|
719
|
}
|
|
720
|
actcon = 30;
|
|
721
|
global.msg[0] = * You hug RALSEI.Wait for inputClose Message ;
|
|
722
|
scr_battletext_defaultscr_battletext_default
function scr_battletext_default()
{
global.fc = 0;
global.typer = 4;
scr_battletext();
return battlewriter;
}
();
|
|
723
|
}
|
|
724
|
if (actcon == 30)
|
|
725
|
{
|
|
726
|
makekris = 1;
|
|
727
|
maker = 0;
|
|
728
|
with (global.charinstance[0])
|
|
729
|
visible = 0;
|
|
730
|
k = 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.charinstance[0].x, global.charinstance[0].y, spr_kris_hug);
|
|
731
|
with (k)
|
|
732
|
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;
}
(obj_heroralsei.x - 24, obj_heroralsei.y + 10, 15);
|
|
733
|
actcon = 31;
|
|
734
|
alarm[4] = 25;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
735
|
}
|
|
736
|
if (actcon == 32)
|
|
737
|
{
|
|
738
|
maker = 1;
|
|
739
|
with (obj_heroralsei)
|
|
740
|
visible = 0;
|
|
741
|
rb = 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;
}
(obj_heroralsei.x, obj_heroralsei.y, spr_ralseil_blush);
|
|
742
|
with (k)
|
|
743
|
image_speed = 0.25;
|
|
744
|
actcon = 33;
|
|
745
|
alarm[4] = 12;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
746
|
}
|
|
747
|
if (actcon == 34)
|
|
748
|
{
|
|
749
|
with (k)
|
|
750
|
image_speed = 0;
|
|
751
|
actcon = 35;
|
|
752
|
}
|
|
753
|
if (actcon == 35 && !instance_exists(obj_writer))
|
|
754
|
{
|
|
755
|
global.typer = 45;
|
|
756
|
global.fc = 2;
|
|
757
|
global.fe = 2;
|
|
758
|
global.msg[0] = * K...Delay 11 Kris!?Wait for inputClose Message ;
|
|
759
|
if (r_hugtime == 0)
|
|
760
|
{
|
|
761
|
global.msg[0] = * K...Delay 11 Kris!?Wait for input ;
|
|
762
|
global.msg[1] = \E8* Ummm,Delay 11 I don't think,Delay 11 um...Wait for input ;
|
|
763
|
global.msg[2] = * This is what you're supposed to be doing.Wait for input ;
|
|
764
|
global.msg[3] = \E2* ... but...Wait for inputClose Message ;
|
|
765
|
with (obj_event_manager)
|
|
766
|
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_18);
|
|
767
|
}
|
|
768
|
if (r_hugtime == 1)
|
|
769
|
{
|
|
770
|
global.msg[0] = ;
|
|
771
|
global.msg[1] = \E2* Are you trying,Delay 11 to,Delay 11 um...Wait for input ;
|
|
772
|
global.msg[2] = \E6* Ask me to give you a tutorial on hugging...?Wait for inputClose Message ;
|
|
773
|
}
|
|
774
|
if (r_hugtime == 2)
|
|
775
|
{
|
|
776
|
global.msg[0] = * Ummm,Delay 11 I've never hugged anyone before...Wait for input ;
|
|
777
|
global.msg[1] = \E1* (Besides the dummy,Delay 11 to test it out,)Wait for input ;
|
|
778
|
global.msg[2] = \E2* So I don't know anything about it,Delay 11 sorry...Wait for input ;
|
|
779
|
global.msg[3] = \E7* I suppose you're the one teaching me,Delay 11 haha!Wait for inputClose Message ;
|
|
780
|
}
|
|
781
|
if (r_hugtime >= 3)
|
|
782
|
global.msg[0] = \E2* ...Wait for inputClose Message ;
|
|
783
|
r_hugtime += 1;
|
|
784
|
scr_battletextscr_battletext
function scr_battletext()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
if (global.fc == 0)
battlewriter = instance_create(xx + 30, yy + 376, obj_writer);
myface = instance_create(xx + 26, yy + 380, obj_face);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
}
();
|
|
785
|
actcon = 36;
|
|
786
|
}
|
|
787
|
if (actcon == 36 && !instance_exists(obj_writer))
|
|
788
|
{
|
|
789
|
with (myface)
|
|
790
|
instance_destroy();
|
|
791
|
with (k)
|
|
792
|
image_speed = -0.25;
|
|
793
|
actcon = 37;
|
|
794
|
alarm[4] = 12;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
795
|
}
|
|
796
|
if (actcon == 38)
|
|
797
|
{
|
|
798
|
with (k)
|
|
799
|
image_speed = 0;
|
|
800
|
with (k)
|
|
801
|
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;
}
(global.charinstance[0].x, global.charinstance[0].y, 15);
|
|
802
|
actcon = 39;
|
|
803
|
alarm[4] = 25;
gml_Object_obj_dummyenemy_Alarm_4.gml
actcon += 1;
|
|
804
|
}
|
|
805
|
if (actcon == 40)
|
|
806
|
{
|
|
807
|
makekris = 0;
|
|
808
|
maker = 0;
|
|
809
|
with (rb)
|
|
810
|
instance_destroy();
|
|
811
|
with (obj_heroralsei)
|
|
812
|
visible = 1;
|
|
813
|
with (k)
|
|
814
|
instance_destroy();
|
|
815
|
global.charinstance[0].visible = 1;
|
|
816
|
actcon = 1;
|
|
817
|
}
|
|
818
|
if (actcon >= 30 && actcon < 40)
|
|
819
|
{
|
|
820
|
if (makekris == 1)
|
|
821
|
{
|
|
822
|
with (k)
|
|
823
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
}
();
|
|
824
|
with (k)
|
|
825
|
depth -= 100000;
|
|
826
|
}
|
|
827
|
if (maker == 1)
|
|
828
|
{
|
|
829
|
with (rb)
|
|
830
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
}
();
|
|
831
|
with (rb)
|
|
832
|
depth -= 100000;
|
|
833
|
}
|
|
834
|
}
|
|
835
|
}
|
|
836
|
if (instance_exists(obj_battlecontroller) == false)
|
|
837
|
instance_destroy();
|
|
838
|
|
|
839
|
enum e__VW
|
|
840
|
{
|
|
841
|
XView,
|
|
842
|
YView,
|
|
843
|
WView,
|
|
844
|
HView,
|
|
845
|
Angle,
|
|
846
|
HBorder,
|
|
847
|
VBorder,
|
|
848
|
HSpeed,
|
|
849
|
VSpeed,
|
|
850
|
Object,
|
|
851
|
Visible,
|
|
852
|
XPort,
|
|
853
|
YPort,
|
|
854
|
WPort,
|
|
855
|
HPort,
|
|
856
|
Camera,
|
|
857
|
SurfaceID
|
|
858
|
}
|
|
859
|
|
|
860
|
enum UnknownEnum
|
|
861
|
{
|
|
862
|
Value_0,
|
|
863
|
Value_18 = 18
|
|
864
|
}
|