1 |
if (room == room_field2) |
2 |
{ |
3 |
if (obj_mainchara.x >= x && global.interact == 0 && con == 0) |
4 |
{ |
5 |
global.fc = 5; |
6 |
global.typer = 32; |
7 |
global.interact = 1; |
8 |
if (global.flag[210 lancer_thrash_talk] == 1) |
9 |
{ |
10 |
global.msg[0] = \E2* Hey,Delay 11 if you head that way, my troops will thrash you.Wait for input ; |
11 |
scr_ralface(1, "B"); |
12 |
global.msg[2] = * Is that a threat?Wait for input ; |
13 |
scr_lanface(3, 3); |
14 |
global.msg[4] = \E3* I prefer to think of it as an invitation.Wait for inputClose Message ; |
15 |
} |
16 |
else |
17 |
{ |
18 |
global.fe = 6; |
19 |
global.msg[0] = * Hey, aren't you guys gonna even say hi!?Wait for input ; |
20 |
scr_ralface(1, "B"); |
21 |
global.msg[2] = * Um,Delay 11 no.Wait for input ; |
22 |
scr_lanface(3, 2); |
23 |
global.msg[4] = * Cool.Delay 11 * Enjoy being thrashed by various guys.Wait for inputClose Message ; |
24 |
global.flag[210 lancer_thrash_talk] = 2; |
25 |
} |
26 |
if (global.plot < 34) |
27 |
global.plot = 34; |
28 |
con = 1; |
29 |
instance_create(0, 0, obj_dialoguer); |
30 |
} |
31 |
if (con == 1 && d_ex() == 0) |
32 |
{ |
33 |
global.interact = 0; |
34 |
instance_destroy(); |
35 |
} |
36 |
} |
37 |
if (room == room_field2A || room == room_field_puzzle1) |
38 |
{ |
39 |
if (instance_exists(candytree)) |
40 |
{ |
41 |
siner += 1; |
42 |
candytree.image_alpha = 0.7 + (sin(siner / 8) * 0.3); |
43 |
candytree.image_index = global.flag[candyflag]; |
44 |
if (global.flag[candyflag] >= 2) |
45 |
{ |
46 |
with (candytree) |
47 |
instance_destroy(); |
48 |
instance_destroy(); |
49 |
} |
50 |
} |
51 |
} |
52 |
if (room == room_krishallway) |
53 |
event_user(3); |
54 |
if (room == room_town_krisyard) |
55 |
event_user(3); |
56 |
if (room == room_torhouse) |
57 |
{ |
58 |
timer += 1; |
59 |
event_user(3); |
60 |
if (timer >= 5 && global.interact == 0 && con == 0 && rem_facing == 3) |
61 |
{ |
62 |
if (global.flag[277 times_came_home] == 7) |
63 |
{ |
64 |
global.typer = 7; |
65 |
global.fc = 4; |
66 |
global.fe = 0; |
67 |
global.flag[277 times_came_home] += 1; |
68 |
global.interact = 1; |
69 |
con = 1; |
70 |
global.msg[0] = \E1* Kris...?Delay 11 Why do you keep leaving and coming back?Wait for input ; |
71 |
global.msg[1] = \E4* Would you like me to install a revolving door?Wait for inputClose Message ; |
72 |
instance_create(0, 0, obj_dialoguer); |
73 |
} |
74 |
if (global.flag[277 times_came_home] >= 2 && global.flag[277 times_came_home] <= 6) |
75 |
{ |
76 |
global.flag[277 times_came_home] += 1; |
77 |
con = 2; |
78 |
} |
79 |
if (global.flag[277 times_came_home] == 1) |
80 |
{ |
81 |
global.typer = 7; |
82 |
global.fc = 4; |
83 |
global.fe = 0; |
84 |
global.flag[277 times_came_home] += 1; |
85 |
global.interact = 1; |
86 |
con = 1; |
87 |
global.msg[0] = \E0* Back again?Delay 11 My,Delay 11 you are active today,Delay 11 are you not?Wait for input ; |
88 |
global.msg[1] = \E4* Perhaps you can use some of that energy to wake up on time?Wait for input ; |
89 |
global.msg[2] = \E9* Your brother cannot carry you to school any more,Delay 11 you know.Wait for inputClose Message ; |
90 |
instance_create(0, 0, obj_dialoguer); |
91 |
} |
92 |
if (global.flag[277 times_came_home] == 0) |
93 |
{ |
94 |
global.typer = 7; |
95 |
global.fc = 4; |
96 |
global.fe = 0; |
97 |
global.flag[277 times_came_home] += 1; |
98 |
global.interact = 1; |
99 |
con = 1; |
100 |
global.msg[0] = \E0* Welcome home,Delay 11 honey!Wait for input ; |
101 |
global.msg[1] = \E9* Did you have fun with your friend today?Wait for input ; |
102 |
global.msg[2] = \E0* By the way,Delay 11 I just finished baking a pie...Wait for input ; |
103 |
global.msg[3] = \E0* If you go to bed,Delay 11 it will be cool when you wake.Wait for input ; |
104 |
global.msg[4] = \E3* ... but do not eat it all this time,Delay 11 all right?Wait for inputClose Message ; |
105 |
instance_create(0, 0, obj_dialoguer); |
106 |
} |
107 |
} |
108 |
if (con == 1 && !d_ex()) |
109 |
{ |
110 |
con = 2; |
111 |
global.interact = 0; |
112 |
} |
113 |
} |
114 |
if (room == room_cc_prison_prejoker) |
115 |
{ |
116 |
m = (obj_mainchara.x - 200) / 1400; |
117 |
if (m < 0.2) |
118 |
m = 0.2; |
119 |
if (m < maxm) |
120 |
m = maxm; |
121 |
if (m >= 0.8) |
122 |
m = 0.8; |
123 |
maxm = m; |
124 |
mus_volume(global.currentsong[1], m, 0); |
125 |
if (con == 5 && !d_ex()) |
126 |
{ |
127 |
doorimg2 = scr_dark_markerscr_dark_markerfunction 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;
} (doorimg.x, doorimg.y, spr_jokerdoor); |
128 |
with (doorimg2) |
129 |
{ |
130 |
depth = 400000; |
131 |
image_alpha = 0; |
132 |
image_index = 1; |
133 |
} |
134 |
con = 6; |
135 |
timer = 0; |
136 |
snd_play(snd_magicsprinkle); |
137 |
} |
138 |
if (con == 6) |
139 |
{ |
140 |
global.interact = 1; |
141 |
with (doorimg2) |
142 |
image_alpha += 0.03; |
143 |
timer += 1; |
144 |
if (timer >= 80) |
145 |
con = 7; |
146 |
} |
147 |
if (con == 7) |
148 |
{ |
149 |
timer = 0; |
150 |
global.typer = 6; |
151 |
global.fc = 0; |
152 |
global.msg[0] = * (The Door Key created a Door.)Wait for inputClose Message ; |
153 |
instance_create(0, 0, obj_dialoguer); |
154 |
con = 8; |
155 |
} |
156 |
if (con == 8 && !d_ex()) |
157 |
{ |
158 |
with (doorimg) |
159 |
image_index = 2; |
160 |
with (doorimg2) |
161 |
instance_destroy(); |
162 |
instance_create(0, 0, obj_shake); |
163 |
snd_play(snd_dooropen); |
164 |
snd_play(snd_locker); |
165 |
con = 9; |
166 |
alarm[4] = 60; |
167 |
} |
168 |
if (con == 10) |
169 |
{ |
170 |
with (doorsolid) |
171 |
instance_destroy(); |
172 |
with (doorevent) |
173 |
instance_destroy(); |
174 |
door_door = instance_create(x + 15, y, obj_doorA); |
175 |
global.interact = 0; |
176 |
con = 11; |
177 |
} |
178 |
if (con == 20 && !d_ex()) |
179 |
{ |
180 |
snd_play(snd_creepyjingle); |
181 |
con = 21; |
182 |
} |
183 |
} |
184 |
if (room == room_cc_prefountain) |
185 |
{ |
186 |
timer += 1; |
187 |
if (global.flag[248 massacre_end] == 1) |
188 |
{ |
189 |
if (obj_mainchara.x <= 30 && global.interact == 0 && con == 0) |
190 |
{ |
191 |
con = 1; |
192 |
global.facing = 1; |
193 |
global.interact = 1; |
194 |
global.typer = 30; |
195 |
obj_mainchara.x = 32; |
196 |
global.fc = 1; |
197 |
global.fe = 0; |
198 |
global.msg[0] = * We've gotta go,Delay 11 Kris...Wait for input ; |
199 |
global.msg[1] = \E1* There's no time.Wait for inputClose Message ; |
200 |
if (talked >= 1 && timer >= 900) |
201 |
{ |
202 |
global.fe = 3; |
203 |
global.msg[0] = * OK,Delay 11 maybe things aren't that urgent,Delay 11 but...Wait for inputClose Message ; |
204 |
} |
205 |
instance_create(0, 0, obj_dialoguer); |
206 |
} |
207 |
if (con == 1 && !d_ex()) |
208 |
{ |
209 |
global.interact = 0; |
210 |
con = 0; |
211 |
talked += 1; |
212 |
} |
213 |
} |
214 |
if (global.flag[248 massacre_end] == 0) |
215 |
{ |
216 |
if (global.plot < 244) |
217 |
{ |
218 |
if (obj_mainchara.x <= 30 && global.interact == 0 && con == 0 && global.plot <= 240) |
219 |
{ |
220 |
con = 1; |
221 |
global.facing = 1; |
222 |
global.interact = 1; |
223 |
global.typer = 30; |
224 |
global.fc = 1; |
225 |
global.fe = 0; |
226 |
global.msg[0] = \E0* ... Huh?Wait for input ; |
227 |
global.msg[1] = \E1* Kris,Delay 11 you wanna...Wait for input ; |
228 |
global.msg[2] = \E2* ... go say goodbye to everyone,Delay 11 don't you?Wait for input ; |
229 |
global.msg[3] = ; |
230 |
global.msg[4] = \E3* Heh,Delay 11 well...Delay 11 if you're gonna MAKE me,Wait for input ; |
231 |
global.msg[5] = \E2* I GUESS we can go back for a bit.Wait for input ; |
232 |
global.msg[6] = \E9* Let's go!Wait for inputClose Message ; |
233 |
instance_create(0, 0, obj_dialoguer); |
234 |
global.plot = 241; |
235 |
} |
236 |
if (obj_mainchara.y <= 280 && global.interact == 0 && con == 0) |
237 |
{ |
238 |
con = 1; |
239 |
global.facing = 0; |
240 |
global.interact = 1; |
241 |
global.typer = 30; |
242 |
obj_mainchara.y = 282; |
243 |
global.fc = 1; |
244 |
global.fe = 0; |
245 |
if (global.plot >= 241) |
246 |
{ |
247 |
global.fe = 2; |
248 |
global.msg[0] = * C'mon,Delay 11 let's at least say bye to Lancer!Wait for inputClose Message ; |
249 |
} |
250 |
else |
251 |
{ |
252 |
global.msc = 445; |
253 |
scr_textscr_textfunction 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] = \E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = \E1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = \E4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = \E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = \E4* I'll ask if you're sure!
Not yet Yes. Ask.\C1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = \E0* 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] = \E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = \E0* Do you wanna be partners? Not yet Yes\C1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = \E0* 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] = \E4* 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] = \E0* 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] = \E2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good Bad\C1 ;
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); |
254 |
} |
255 |
instance_create(0, 0, obj_dialoguer); |
256 |
if (global.plot <= 240) |
257 |
global.plot = 241; |
258 |
} |
259 |
if (con == 1 && !d_ex()) |
260 |
{ |
261 |
global.interact = 0; |
262 |
con = 0; |
263 |
talked += 1; |
264 |
} |
265 |
} |
266 |
if (global.plot >= 244) |
267 |
{ |
268 |
if (obj_mainchara.x <= 30 && global.interact == 0 && con == 0) |
269 |
{ |
270 |
con = 1; |
271 |
global.facing = 1; |
272 |
global.interact = 1; |
273 |
global.typer = 30; |
274 |
obj_mainchara.x = 32; |
275 |
global.fc = 1; |
276 |
global.fe = 0; |
277 |
global.msg[0] = * Hey,Delay 11 Kris,Delay 11 I know you wanna stay,Delay 11 but...Wait for input ; |
278 |
global.msg[1] = \E1* We gotta go.Wait for inputClose Message ; |
279 |
instance_create(0, 0, obj_dialoguer); |
280 |
} |
281 |
if (con == 1 && !d_ex()) |
282 |
{ |
283 |
global.interact = 0; |
284 |
con = 0; |
285 |
talked += 1; |
286 |
} |
287 |
} |
288 |
} |
289 |
} |
290 |
if (room == room_forest_savepoint3) |
291 |
{ |
292 |
if (con == 10) |
293 |
{ |
294 |
snd_free_all(); |
295 |
con = 10.5; |
296 |
snd_play(snd_hurt1); |
297 |
} |
298 |
if (con == 11.5) |
299 |
{ |
300 |
ll = snd_play(snd_lancerlaugh); |
301 |
sl = snd_play(snd_suslaugh); |
302 |
snd_volume(ll, 0.8, 0); |
303 |
snd_volume(sl, 0.8, 0); |
304 |
con = 12; |
305 |
alarm[4] = 60; |
306 |
} |
307 |
if (con == 13) |
308 |
{ |
309 |
instance_create(0, 0, obj_fadein); |
310 |
with (blackmarker) |
311 |
instance_destroy(); |
312 |
global.interact = 0; |
313 |
con = 13; |
314 |
instance_destroy(); |
315 |
} |
316 |
} |
317 |
if (room == room_field_secret1) |
318 |
{ |
319 |
if (pcon == 0 && global.interact == 0) |
320 |
{ |
321 |
if (puzzle.won == 1 && pcon == 0) |
322 |
{ |
323 |
with (spike_solid) |
324 |
instance_destroy(); |
325 |
global.interact = 1; |
326 |
pcon = 1; |
327 |
with (spikee[0]) |
328 |
image_index = 1; |
329 |
with (spikee[1]) |
330 |
image_index = 1; |
331 |
} |
332 |
} |
333 |
if (pcon == 1) |
334 |
{ |
335 |
ptimer = 0; |
336 |
snd_play(snd_screenshake); |
337 |
instance_create(0, 0, obj_shake); |
338 |
pcon = 2; |
339 |
} |
340 |
if (pcon == 2) |
341 |
{ |
342 |
ptimer += 1; |
343 |
if (ptimer >= 20) |
344 |
{ |
345 |
ptimer = 0; |
346 |
pcon = 3; |
347 |
global.interact = 0; |
348 |
} |
349 |
} |
350 |
} |
351 |
if (room == room_forest_beforeclover) |
352 |
{ |
353 |
if (pcon == 0 && global.interact == 0) |
354 |
{ |
355 |
if (puzzle.won == 1 && pcon == 0 && global.flag[290 solved_ragger_puzzle] == 0) |
356 |
{ |
357 |
with (spike_solid) |
358 |
instance_destroy(); |
359 |
global.interact = 1; |
360 |
pcon = 1; |
361 |
with (spikee[0]) |
362 |
image_index = 1; |
363 |
with (spikee[1]) |
364 |
image_index = 1; |
365 |
} |
366 |
} |
367 |
if (pcon == 1) |
368 |
{ |
369 |
ptimer = 0; |
370 |
snd_play(snd_screenshake); |
371 |
instance_create(0, 0, obj_shake); |
372 |
pcon = 2; |
373 |
} |
374 |
if (pcon == 2) |
375 |
{ |
376 |
ptimer += 1; |
377 |
if (ptimer >= 20) |
378 |
{ |
379 |
global.flag[290 solved_ragger_puzzle] = 1; |
380 |
ptimer = 0; |
381 |
pcon = 3; |
382 |
global.interact = 0; |
383 |
} |
384 |
} |
385 |
} |
386 |
if (room == room_forest_savepoint_relax) |
387 |
{ |
388 |
if (obj_mainchara.y <= 40 && global.plot < 85 && global.interact == 0 && con == 1) |
389 |
{ |
390 |
global.interact = 1; |
391 |
global.typer = 32; |
392 |
global.fe = 2; |
393 |
global.fc = 5; |
394 |
global.msg[0] = * By the way,Delay 11 beware yourselves of the forest maze.Wait for input ; |
395 |
scr_susface(1, 1); |
396 |
global.msg[2] = * You'll probly get COMPLETELY lost...Wait for input ; |
397 |
global.msg[3] = \E2* Without someone who knows the way through,Delay 11 that is.Wait for input ; |
398 |
scr_lanface(4, 3); |
399 |
global.msg[5] = * Yeah!Delay 11 I know the forest like the back of my head!Wait for inputClose Message ; |
400 |
con = 2; |
401 |
d_make(); |
402 |
} |
403 |
if (con == 2 && !d_ex()) |
404 |
{ |
405 |
global.plot = 85; |
406 |
global.interact = 0; |
407 |
con = 3; |
408 |
} |
409 |
} |
410 |
if (room == room_forest_maze_susie) |
411 |
{ |
412 |
if (con == 1 && obj_mainchara.y <= (y + 120) && global.interact == 0) |
413 |
{ |
414 |
global.fc = 1; |
415 |
global.fe = 2; |
416 |
global.typer = 30; |
417 |
global.msg[0] = * Hey,Delay 11 losers!Wait for input ; |
418 |
global.msg[1] = \E0* Wait a sec.Delay 11 Where's Lancer?Wait for input ; |
419 |
scr_ralface(2, 8); |
420 |
global.msg[3] = * Err,Delay 11 well,Delay 11 he wasn't going the right way,Delay 11 so...Wait for input ; |
421 |
scr_susface(4, 9); |
422 |
global.msg[5] = * You let him wander off BY HIMSELF!?Wait for input ; |
423 |
global.msg[6] = \E0* You KNOW he's bad at mazes,Delay 11 right!?Wait for input ; |
424 |
global.msg[7] = \E9* He's probably lost and confused right now!Wait for input ; |
425 |
scr_lanface(8, 3); |
426 |
global.msg[9] = * Ho ho ho!!!Delay 11 I'm lost and confused!!!Wait for input ; |
427 |
scr_ralface(10, 1); |
428 |
global.msg[11] = * Sorry Susie...Delay 11 We didn't mean to make you worry about him.Wait for input ; |
429 |
scr_susface(12, 6); |
430 |
global.msg[13] = * Huh...?Delay 11 Look,Delay 11 I'm not,Delay 11 uh,Delay 11 worried about him!Wait for input ; |
431 |
global.msg[14] = \E2* Bad guys gotta look out for each other,Delay 11 is all.Wait for input ; |
432 |
global.msg[15] = \E0* Anyway,Delay 11 get out of my way!Delay 11 I'm gonna find him!Wait for inputClose Message ; |
433 |
if (global.plot < 100) |
434 |
global.plot = 100; |
435 |
global.interact = 1; |
436 |
con = 2; |
437 |
d_make(); |
438 |
} |
439 |
if (con == 2 && !d_ex()) |
440 |
{ |
441 |
sprite_index = spr_susieu_dark; |
442 |
vspeed = -10; |
443 |
image_speed = 0.25; |
444 |
con = 3; |
445 |
alarm[4] = 30; |
446 |
} |
447 |
if (con == 4) |
448 |
{ |
449 |
global.fc = 2; |
450 |
global.fe = 6; |
451 |
global.typer = 31; |
452 |
global.msg[0] = * (Seems she doesn't know the right way either,Delay 11 Kris...)Wait for inputClose Message ; |
453 |
d_make(); |
454 |
con = 5; |
455 |
} |
456 |
if (con == 5 && !d_ex()) |
457 |
{ |
458 |
global.interact = 0; |
459 |
global.facing = 0; |
460 |
con = 6; |
461 |
} |
462 |
} |