|
1
|
curtotal = 0;
|
|
2
|
funbuffer -= 1;
|
|
3
|
for (i = 0; i < tiletotal; i += 1)
|
|
4
|
{
|
|
5
|
if (tileid[i].stepped == 1)
|
|
6
|
curtotal += 1;
|
|
7
|
}
|
|
8
|
if (curtotal == funtotal && funbuffer < -1)
|
|
9
|
{
|
|
10
|
if (room == room_field_puzzle1)
|
|
11
|
{
|
|
12
|
with (block[wonamt])
|
|
13
|
instance_destroy();
|
|
14
|
with (spike1[wonamt])
|
|
15
|
image_index = 1;
|
|
16
|
with (spike2[wonamt])
|
|
17
|
image_index = 1;
|
|
18
|
}
|
|
19
|
wonamt += 1;
|
|
20
|
snd_play(snd_break1);
|
|
21
|
funbuffer = 7;
|
|
22
|
if (wonamt == wonmax)
|
|
23
|
{
|
|
24
|
if (room == room_field_puzzle2)
|
|
25
|
shakecon = 1;
|
|
26
|
if (global.plot < plotamt)
|
|
27
|
global.plot = plotamt;
|
|
28
|
active = 2;
|
|
29
|
sprite_index = spr_hourglass_switch_off;
|
|
30
|
funbuffer = -1;
|
|
31
|
with (obj_glowtile)
|
|
32
|
{
|
|
33
|
active = 0;
|
|
34
|
stepped = 0;
|
|
35
|
stepbuffer = -1;
|
|
36
|
sprite_index = spr_glowtile_off;
|
|
37
|
}
|
|
38
|
}
|
|
39
|
}
|
|
40
|
if (funbuffer == 4)
|
|
41
|
{
|
|
42
|
with (obj_glowtile)
|
|
43
|
{
|
|
44
|
active = 0;
|
|
45
|
stepped = 0;
|
|
46
|
stepbuffer = -1;
|
|
47
|
sprite_index = spr_glowtile_off;
|
|
48
|
}
|
|
49
|
}
|
|
50
|
if (funbuffer == 1)
|
|
51
|
event_user(2);
|
|
52
|
if (stepnoise == 1)
|
|
53
|
{
|
|
54
|
snd_play(snd_step1);
|
|
55
|
stepnoise = 0;
|
|
56
|
}
|
|
57
|
if (active == 1)
|
|
58
|
{
|
|
59
|
failtimer += 1;
|
|
60
|
image_index = failtimer / (failmax / 8);
|
|
61
|
if (failtimer >= failmax)
|
|
62
|
{
|
|
63
|
active = 0;
|
|
64
|
sprite_index = spr_hourglass_switch_off;
|
|
65
|
snd_play(snd_noise);
|
|
66
|
failamt += 1;
|
|
67
|
if (failamt >= 3 && talked == 0 && global.interact == 0 && obj_darkcontroller.atalk == 0 && room == room_field_puzzle1)
|
|
68
|
{
|
|
69
|
talked = 1;
|
|
70
|
global.interact = 1;
|
|
71
|
global.fc = 2;
|
|
72
|
global.typer = 31;
|
|
73
|
global.fe = 1;
|
|
74
|
global.msg[0] = * Kris,Delay 11 um,Delay 11 you didn't forget,Delay 11 did you...?Wait for input ;
|
|
75
|
global.msg[1] = * That you can run by holding + 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;
} (5) + ?Wait for inputClose Message ;
|
|
76
|
instance_create(0, 0, obj_dialoguer);
|
|
77
|
}
|
|
78
|
if (failamt >= 3 && talked == 0 && global.interact == 0 && room == room_field_puzzle2)
|
|
79
|
{
|
|
80
|
talked = 1;
|
|
81
|
global.interact = 1;
|
|
82
|
global.fc = 2;
|
|
83
|
global.typer = 31;
|
|
84
|
global.fe = 1;
|
|
85
|
if (!scr_havecharscr_havechar
function scr_havechar(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2))
|
|
86
|
{
|
|
87
|
global.msg[0] = * Ummm,Delay 11 Kris,Delay 11 I think we might be missing something.Wait for input ;
|
|
88
|
global.msg[1] = Face 8* Maybe we should try going to the next room?Wait for inputClose Message ;
|
|
89
|
}
|
|
90
|
if (scr_havecharscr_havechar
function scr_havechar(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2) && obj_darkcontroller.atalk == 0)
|
|
91
|
{
|
|
92
|
global.msg[0] = * Hey Kris,Delay 11 if you need help with a puzzle...Wait for input ;
|
|
93
|
global.msg[1] = Face 8* Feel free to ask me anytime,Delay 11 OK?Wait for input ;
|
|
94
|
scr_susfacescr_susface
function scr_susface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char S Sound S Close Message , string(arg1));
} (2, 2);
|
|
95
|
global.msg[3] = * And if you need help from me...Delay 11 * You're screwed.Wait for inputClose Message ;
|
|
96
|
}
|
|
97
|
if (scr_havecharscr_havechar
function scr_havechar(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2) && obj_darkcontroller.atalk == 1)
|
|
98
|
{
|
|
99
|
global.fc = 1;
|
|
100
|
global.fe = 0;
|
|
101
|
global.typer = 30;
|
|
102
|
global.msg[0] = * Oh my god.Delay 11 * AGAIN?Wait for input ;
|
|
103
|
global.msg[1] = * WHY is Kris the leader of the party again?Wait for input ;
|
|
104
|
scr_ralfacescr_ralface
function scr_ralface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char R Sound R Close Message , string(arg1));
} (2, 8);
|
|
105
|
global.msg[3] = * Susie! K-Kris is doing their best to use + 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;
} (5) + to RUN!Wait for inputClose Message ;
|
|
106
|
}
|
|
107
|
instance_create(0, 0, obj_dialoguer);
|
|
108
|
}
|
|
109
|
with (obj_glowtile)
|
|
110
|
{
|
|
111
|
active = 0;
|
|
112
|
stepped = 0;
|
|
113
|
stepbuffer = -1;
|
|
114
|
sprite_index = spr_glowtile_off;
|
|
115
|
}
|
|
116
|
}
|
|
117
|
}
|
|
118
|
if (talked == 1 && d_ex() == 0)
|
|
119
|
{
|
|
120
|
talked = 2;
|
|
121
|
global.interact = 0;
|
|
122
|
}
|
|
123
|
if (shakecon == 1 && global.interact == 0)
|
|
124
|
{
|
|
125
|
global.interact = 1;
|
|
126
|
snd_play(snd_locker);
|
|
127
|
instance_create(0, 0, obj_shake);
|
|
128
|
shakecon = 2;
|
|
129
|
}
|
|
130
|
if (shakecon == 2 && !instance_exists(obj_shake))
|
|
131
|
{
|
|
132
|
global.fc = 0;
|
|
133
|
global.typer = 6;
|
|
134
|
global.msg[0] = * (Sounded like a door opened.)Wait for inputClose Message ;
|
|
135
|
instance_create(0, 0, obj_dialoguer);
|
|
136
|
shakecon = 3;
|
|
137
|
}
|
|
138
|
if (shakecon == 3 && d_ex() == 0)
|
|
139
|
{
|
|
140
|
global.interact = 0;
|
|
141
|
shakecon = 4;
|
|
142
|
}
|