|
1
|
if (con == 1)
|
|
2
|
{
|
|
3
|
doorblock = instance_create(640, 360, obj_soliddark);
|
|
4
|
with (doorblock)
|
|
5
|
image_xscale = 2;
|
|
6
|
snd_play(snd_locker);
|
|
7
|
instance_create(0, 0, obj_shake);
|
|
8
|
__view_set(e__VW.XView, 0, 440);
|
|
9
|
with (obj_mainchara)
|
|
10
|
{
|
|
11
|
cutscene = 1;
|
|
12
|
visible = 0;
|
|
13
|
}
|
|
14
|
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;
} (obj_mainchara.x, obj_mainchara.y, spr_krisb_defeat);
|
|
15
|
r = 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;
} (520, 160, spr_ralsei_fell);
|
|
16
|
with (r)
|
|
17
|
image_index = 2;
|
|
18
|
irondoor = 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;
} (640, 280, spr_irondoor);
|
|
19
|
with (irondoor)
|
|
20
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
21
|
diamond = 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;
} (640, 360, spr_diamond_overworld);
|
|
22
|
with (diamond)
|
|
23
|
depth = 100;
|
|
24
|
con = 2;
|
|
25
|
alarm[4] = 60; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
26
|
}
|
|
27
|
if (con == 2)
|
|
28
|
global.interact = 1;
|
|
29
|
if (con == 3)
|
|
30
|
{
|
|
31
|
global.typer = 6;
|
|
32
|
global.fc = 0;
|
|
33
|
with (diamond)
|
|
34
|
image_speed = 0.25;
|
|
35
|
global.msg[0] = * Heheheh...Delay 11 You poor Lightners...Wait for input ;
|
|
36
|
global.msg[1] = * We were told to keep you imprisoned for eternity...Delay 11 too bad!Wait for input ;
|
|
37
|
global.msg[2] = * ... Would have loved to see you guys punished!!Delay 11 Hahaha!!Wait for inputClose Message ;
|
|
38
|
con = 4;
|
|
39
|
d = instance_create(0, 0, obj_dialoguer);
|
|
40
|
d.side = 0;
|
|
41
|
}
|
|
42
|
if (con == 4 && !d_ex())
|
|
43
|
{
|
|
44
|
with (diamond)
|
|
45
|
{
|
|
46
|
image_speed = 0.5;
|
|
47
|
vspeed = 5;
|
|
48
|
}
|
|
49
|
con = 5;
|
|
50
|
kx = k.x;
|
|
51
|
ky = k.y;
|
|
52
|
rx = r.x;
|
|
53
|
ry = r.y;
|
|
54
|
moveamt = 0.5;
|
|
55
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
56
|
}
|
|
57
|
if (con == 6)
|
|
58
|
{
|
|
59
|
moveamt += 0.1;
|
|
60
|
k.x = kx + random(moveamt);
|
|
61
|
k.y = ky + random(moveamt);
|
|
62
|
r.x = rx + random(moveamt);
|
|
63
|
r.y = ry + random(moveamt);
|
|
64
|
if (moveamt >= 3)
|
|
65
|
{
|
|
66
|
r.x = rx;
|
|
67
|
r.y = ry;
|
|
68
|
k.x = kx;
|
|
69
|
k.y = ky;
|
|
70
|
with (k)
|
|
71
|
sprite_index = spr_krisd_dark;
|
|
72
|
with (r)
|
|
73
|
sprite_index = spr_ralseid;
|
|
74
|
snd_play(snd_noise);
|
|
75
|
con = 7;
|
|
76
|
alarm[4] = 20; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
77
|
}
|
|
78
|
}
|
|
79
|
if (con == 8)
|
|
80
|
{
|
|
81
|
with (r)
|
|
82
|
sprite_index = spr_ralseir;
|
|
83
|
with (k)
|
|
84
|
sprite_index = spr_krisl_dark;
|
|
85
|
global.fc = 2;
|
|
86
|
global.fe = 3;
|
|
87
|
global.typer = 31;
|
|
88
|
global.msg[0] = * O...Delay 11 Ow...Delay 11Wait for input ;
|
|
89
|
global.msg[1] = Face 6* Well this is a fine how-do-you-do,Delay 11 isn't it,Delay 11 Kris?Wait for input ;
|
|
90
|
global.msg[2] = Face 3* Imprisoned for eternity...Wait for input ;
|
|
91
|
global.msg[3] = Face 1* ... That sounds like it might take a while.Wait for input ;
|
|
92
|
global.msg[4] = Face 1* ...Wait for inputClose Message ;
|
|
93
|
con = 8.1;
|
|
94
|
instance_create(0, 0, obj_dialoguer);
|
|
95
|
}
|
|
96
|
if (con == 8.1 && !d_ex())
|
|
97
|
{
|
|
98
|
with (r)
|
|
99
|
sprite_index = spr_ralseid;
|
|
100
|
exc = instance_create(r.x + 20, r.y - 20, obj_excblcon);
|
|
101
|
con = 7.2;
|
|
102
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
103
|
}
|
|
104
|
if (con == 8.2)
|
|
105
|
{
|
|
106
|
with (exc)
|
|
107
|
instance_destroy();
|
|
108
|
with (r)
|
|
109
|
sprite_index = spr_ralseir;
|
|
110
|
global.fe = 3;
|
|
111
|
global.msg[0] = * ... and Susie!Delay 11 Where's Susie!?Wait for input ;
|
|
112
|
global.msg[1] = Face 3* We have to find her,Delay 11 Kris...Delay 11 Before she gets hurt!Wait for input ;
|
|
113
|
global.msg[2] = Face 1* ... or,Delay 11 um,Delay 11 hurts someone else...Wait for input ;
|
|
114
|
global.msg[3] = Face 6* Maybe there's something we can escape with in here...?Wait for inputClose Message ;
|
|
115
|
instance_create(0, 0, obj_dialoguer);
|
|
116
|
con = 9;
|
|
117
|
}
|
|
118
|
if (con == 9 && !d_ex())
|
|
119
|
{
|
|
120
|
rnpc = instance_create(r.x, r.y, obj_npc_facing);
|
|
121
|
with (rnpc)
|
|
122
|
{
|
|
123
|
y += sprite_height;
|
|
124
|
sprite_index = spr_ralseid;
|
|
125
|
dtsprite = spr_ralseid;
|
|
126
|
utsprite = spr_ralseiu;
|
|
127
|
rtsprite = spr_ralseir;
|
|
128
|
ltsprite = spr_ralseil;
|
|
129
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
130
|
}
|
|
131
|
with (r)
|
|
132
|
instance_destroy();
|
|
133
|
with (k)
|
|
134
|
instance_destroy();
|
|
135
|
global.facing = 0;
|
|
136
|
with (obj_mainchara)
|
|
137
|
visible = 1;
|
|
138
|
global.interact = 0;
|
|
139
|
con = 10;
|
|
140
|
}
|
|
141
|
if (con == 15 && !d_ex())
|
|
142
|
{
|
|
143
|
remfacing = global.facing;
|
|
144
|
global.interact = 1;
|
|
145
|
global.fe = 1;
|
|
146
|
global.fc = 2;
|
|
147
|
global.typer = 31;
|
|
148
|
global.msg[0] = * ... So you couldn't find anything...Wait for input ;
|
|
149
|
global.msg[1] = Face 6* Well,Delay 11 Kris!Delay 11 Let's not give up hope just yet!Wait for input ;
|
|
150
|
global.msg[2] = Face 6* ...Wait for input ;
|
|
151
|
global.msg[3] = Face 1* But,Delay 11 um,Delay 11 if we don't make it for some reason...Wait for input ;
|
|
152
|
global.msg[4] = Face 6* Then I just wanted to say,Delay 11 um...Wait for input ;
|
|
153
|
global.msg[5] = Face 1* I...Delay 11 I'm glad I was able to meet...Wait for input ;
|
|
154
|
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));
} (6, 7);
|
|
155
|
global.msg[7] = * Hey,Delay 11 idiots!Delay 11 Can you shut up!?Wait for input ;
|
|
156
|
global.msg[8] = * I'm trying to concentrate!!Wait for inputClose Message ;
|
|
157
|
instance_create(0, 0, obj_dialoguer);
|
|
158
|
con = 16;
|
|
159
|
}
|
|
160
|
if (con == 16)
|
|
161
|
{
|
|
162
|
global.facing = remfacing;
|
|
163
|
global.interact = 1;
|
|
164
|
}
|
|
165
|
if (con == 16 && !d_ex())
|
|
166
|
{
|
|
167
|
r = 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;
} (rnpc.x, rnpc.y, spr_ralsei_shock_overworld);
|
|
168
|
with (r)
|
|
169
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
170
|
with (rnpc)
|
|
171
|
instance_destroy();
|
|
172
|
global.facing = 3;
|
|
173
|
global.interact = 1;
|
|
174
|
exc = instance_create(r.x + 20, r.y - 20, obj_excblcon);
|
|
175
|
con = 17;
|
|
176
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
177
|
}
|
|
178
|
if (con == 18)
|
|
179
|
{
|
|
180
|
with (exc)
|
|
181
|
instance_destroy();
|
|
182
|
with (r)
|
|
183
|
sprite_index = spr_ralseil;
|
|
184
|
global.fc = 2;
|
|
185
|
global.fe = 3;
|
|
186
|
global.typer = 31;
|
|
187
|
global.msg[0] = * S-Susie!?Delay 11 Where are you!?Delay 11Wait for input ;
|
|
188
|
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));
} (1, 2);
|
|
189
|
global.msg[2] = * I dunno,Delay 11 prison?Wait for inputClose Message ;
|
|
190
|
con = 19;
|
|
191
|
instance_create(0, 0, obj_dialoguer);
|
|
192
|
}
|
|
193
|
if (con == 19 && !d_ex())
|
|
194
|
{
|
|
195
|
irondoor2 = 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;
} (200, 520, spr_irondoor);
|
|
196
|
with (irondoor2)
|
|
197
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
198
|
scr_panscr_pan
function scr_pan(arg0, arg1, arg2)
{
panner = instance_create(0, 0, obj_panner);
panner.panmax = arg2;
panner.panx = arg0;
panner.pany = arg1;
} (-4, 4, 30);
|
|
199
|
s = 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;
} (320, 300, spr_susier_dark);
|
|
200
|
with (s)
|
|
201
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
202
|
con = 20;
|
|
203
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
204
|
}
|
|
205
|
if (con == 21)
|
|
206
|
{
|
|
207
|
global.fc = 1;
|
|
208
|
global.fe = 2;
|
|
209
|
global.typer = 30;
|
|
210
|
global.msg[0] = * Seriously though.Delay 11 I'm outta my cell.Wait for input ;
|
|
211
|
global.msg[1] = * I sweet-talked the warden into giving me the keys.Wait for input ;
|
|
212
|
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, 3);
|
|
213
|
global.msg[3] = * Susie!?Delay 11 Really!?Delay 11 How?Wait for inputClose Message ;
|
|
214
|
con = 22;
|
|
215
|
instance_create(0, 0, obj_dialoguer);
|
|
216
|
}
|
|
217
|
if (con == 22 && !d_ex())
|
|
218
|
{
|
|
219
|
with (s)
|
|
220
|
sprite_index = spr_susiel_dark_unhappy;
|
|
221
|
scr_panscr_pan
function scr_pan(arg0, arg1, arg2)
{
panner = instance_create(0, 0, obj_panner);
panner.panmax = arg2;
panner.panx = arg0;
panner.pany = arg1;
} (-4, 0, 70);
|
|
222
|
con = 23;
|
|
223
|
alarm[4] = 120; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
224
|
}
|
|
225
|
if (con == 24)
|
|
226
|
{
|
|
227
|
with (s)
|
|
228
|
sprite_index = spr_susier_dark;
|
|
229
|
global.fc = 1;
|
|
230
|
global.fe = 0;
|
|
231
|
global.typer = 30;
|
|
232
|
global.msg[0] = Face 2* I,Delay 11 uh,Delay 11 "invited" him to visit the trash can.Wait for input ;
|
|
233
|
global.msg[1] = Face 0* Anyway,Delay 11 now there's a puzzle in the way.Wait for input ;
|
|
234
|
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);
|
|
235
|
global.msg[3] = * Okay!Delay 11 Solve it,Delay 11 Susie!Wait for inputClose Message ;
|
|
236
|
con = 25;
|
|
237
|
instance_create(0, 0, obj_dialoguer);
|
|
238
|
}
|
|
239
|
if (con == 25 && !d_ex())
|
|
240
|
{
|
|
241
|
with (s)
|
|
242
|
sprite_index = spr_susieu_dark;
|
|
243
|
con = 26;
|
|
244
|
alarm[4] = 80; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
245
|
}
|
|
246
|
if (con == 27)
|
|
247
|
{
|
|
248
|
with (s)
|
|
249
|
sprite_index = spr_susier_dark;
|
|
250
|
global.fc = 1;
|
|
251
|
global.fe = 5;
|
|
252
|
global.typer = 30;
|
|
253
|
global.msg[0] = * I...Delay 11 um...Delay 11 don't do...Delay 11 puzzles.Wait for input ;
|
|
254
|
global.msg[1] = Face 0* ...Wait for input ;
|
|
255
|
global.msg[2] = Face 2* Hey,Delay 11 how 'bout we just sit tight and wait for Lancer?Wait for input ;
|
|
256
|
global.msg[3] = Face 2* He lives in the castle,Delay 11 he's bound to come save us.Wait for input ;
|
|
257
|
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));
} (4, 6);
|
|
258
|
global.msg[5] = * ... why don't Kris and I just help you solve the puzzle?Wait for input ;
|
|
259
|
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));
} (6, 0);
|
|
260
|
global.msg[7] = * Look,Delay 11 I don't NEED your help.Wait for input ;
|
|
261
|
global.msg[8] = ;
|
|
262
|
global.msg[9] = Face 6* ... but,Delay 11 uh,Delay 11 if you said what to do,Delay 11 out loud,Wait for input ;
|
|
263
|
global.msg[10] = Face 2* Y'know,Delay 11 I wouldn't stop you.Wait for input ;
|
|
264
|
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));
} (11, "6");
|
|
265
|
global.msg[12] = * (Kris, tell Susie what to do.)Wait for inputClose Message ;
|
|
266
|
con = 200;
|
|
267
|
instance_create(0, 0, obj_dialoguer);
|
|
268
|
}
|
|
269
|
if (con == 200 && !d_ex())
|
|
270
|
{
|
|
271
|
with (s)
|
|
272
|
sprite_index = spr_susieu_dark;
|
|
273
|
global.interact = 1;
|
|
274
|
global.msc = 290;
|
|
275
|
global.typer = 6;
|
|
276
|
global.fc = 0;
|
|
277
|
scr_textscr_text
function 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] = Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = Face 1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = Face 4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = Face 4* I'll ask if you're sure!
Not yet Yes. Ask.Choice type 1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = Face 0* 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] = Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = Face 0* Do you wanna be partners? Not yet YesChoice type 1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = Face 0* 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] = Face 4* 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] = Face 0* 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] = Face 2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good BadChoice type 1 ;
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);
|
|
278
|
instance_create(0, 0, obj_dialoguer);
|
|
279
|
con = 201;
|
|
280
|
tried += 1;
|
|
281
|
}
|
|
282
|
if (con == 201 && !d_ex())
|
|
283
|
{
|
|
284
|
if (obj_suitspuzz.won == 0)
|
|
285
|
{
|
|
286
|
global.fc = 1;
|
|
287
|
global.typer = 30;
|
|
288
|
global.fe = 6;
|
|
289
|
con = 200;
|
|
290
|
if (obj_suitspuzz.suit[0] == 3 && obj_suitspuzz.suit[1] == 4 && obj_suitspuzz.suit[2] == 3)
|
|
291
|
{
|
|
292
|
if (wcon == 1)
|
|
293
|
{
|
|
294
|
global.fe = 2;
|
|
295
|
global.msg[0] = * Finally!!!Delay 11 We solved it!!!Wait for input ;
|
|
296
|
global.msg[1] = Face 0* ...Wait for input ;
|
|
297
|
global.msg[2] = Face 7* Damn it!Delay 11 Wait!Delay 11 We just did the same thing as last time!Wait for inputClose Message ;
|
|
298
|
instance_create(0, 0, obj_dialoguer);
|
|
299
|
wcon = 2;
|
|
300
|
}
|
|
301
|
if (wcon == 0)
|
|
302
|
{
|
|
303
|
global.fe = 2;
|
|
304
|
global.msg[0] = * Yeah!!!Delay 11 We solved it!!!Wait for input ;
|
|
305
|
global.msg[1] = Face 0* ...Wait for input ;
|
|
306
|
global.msg[2] = Face 7* What the hell?Delay 11 We were so close!Delay 11 Let us through anyway!Wait for inputClose Message ;
|
|
307
|
instance_create(0, 0, obj_dialoguer);
|
|
308
|
wcon = 1;
|
|
309
|
}
|
|
310
|
}
|
|
311
|
if (obj_suitspuzz.reset == 1 && pcon == 0)
|
|
312
|
{
|
|
313
|
pcon = 1;
|
|
314
|
global.fe = 0;
|
|
315
|
global.msg[0] = * ... looks like it reset.Wait for inputClose Message ;
|
|
316
|
instance_create(0, 0, obj_dialoguer);
|
|
317
|
}
|
|
318
|
if (obj_suitspuzz.reset == 2 && pcon == 1)
|
|
319
|
{
|
|
320
|
pcon = 2;
|
|
321
|
global.fe = 0;
|
|
322
|
global.msg[0] = * ... it reset again.Wait for inputClose Message ;
|
|
323
|
instance_create(0, 0, obj_dialoguer);
|
|
324
|
}
|
|
325
|
if (obj_suitspuzz.reset == 3 && pcon == 2)
|
|
326
|
{
|
|
327
|
pcon = 3;
|
|
328
|
global.fe = 6;
|
|
329
|
global.msg[0] = * Kris,Delay 11 are you sure you know what you're doing...?Wait for inputClose Message ;
|
|
330
|
instance_create(0, 0, obj_dialoguer);
|
|
331
|
}
|
|
332
|
if (obj_suitspuzz.reset == 4 && pcon == 3)
|
|
333
|
{
|
|
334
|
pcon = 4;
|
|
335
|
global.fe = 9;
|
|
336
|
global.msg[0] = * Enough resets!!!Delay 11 I'm doing the puzzle myself!!!Wait for input ;
|
|
337
|
global.msg[1] = Face 0* ...Wait for input ;
|
|
338
|
global.msg[2] = Face 6* Okay,Delay 11 I won't, but...Wait for inputClose Message ;
|
|
339
|
instance_create(0, 0, obj_dialoguer);
|
|
340
|
}
|
|
341
|
if (obj_suitspuzz.swap == 1 && obj_suitspuzz.suit[0] == 0 && scon == 0 && pcon == 0)
|
|
342
|
{
|
|
343
|
scon = 1;
|
|
344
|
global.fe = 0;
|
|
345
|
global.msg[0] = * ... uhh,Delay 11 nice first move,Delay 11 Kris.Wait for inputClose Message ;
|
|
346
|
instance_create(0, 0, obj_dialoguer);
|
|
347
|
}
|
|
348
|
}
|
|
349
|
else
|
|
350
|
{
|
|
351
|
with (irondoor2)
|
|
352
|
instance_destroy();
|
|
353
|
snd_play(snd_impact);
|
|
354
|
instance_create(0, 0, obj_shake);
|
|
355
|
con = 202;
|
|
356
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
357
|
}
|
|
358
|
}
|
|
359
|
if (con == 203)
|
|
360
|
{
|
|
361
|
global.typer = 30;
|
|
362
|
global.fe = 2;
|
|
363
|
global.fc = 1;
|
|
364
|
global.msg[0] = * Yes!!!Delay 11 We did it!!Wait for input ;
|
|
365
|
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));
} (1, 8);
|
|
366
|
global.msg[2] = * Great!!Delay 11 Now come and free us!Wait for input ;
|
|
367
|
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));
} (3, 1);
|
|
368
|
global.msg[4] = * Alright,Delay 11 alright!Wait for inputClose Message ;
|
|
369
|
con = 204;
|
|
370
|
instance_create(0, 0, obj_dialoguer);
|
|
371
|
}
|
|
372
|
if (con == 204 && !d_ex())
|
|
373
|
{
|
|
374
|
with (s)
|
|
375
|
{
|
|
376
|
sprite_index = spr_susiel_dark;
|
|
377
|
image_speed = 0.25;
|
|
378
|
hspeed = -6;
|
|
379
|
}
|
|
380
|
con = 205;
|
|
381
|
alarm[4] = 16; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
382
|
}
|
|
383
|
if (con == 206)
|
|
384
|
{
|
|
385
|
with (s)
|
|
386
|
{
|
|
387
|
scr_haltscr_halt
function scr_halt()
{
image_index = 0;
image_speed = 0;
speed = 0;
} ();
|
|
388
|
sprite_index = spr_susied_dark;
|
|
389
|
image_speed = 0.25;
|
|
390
|
vspeed = 6;
|
|
391
|
}
|
|
392
|
con = 207;
|
|
393
|
alarm[4] = 60; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
394
|
}
|
|
395
|
if (con == 208)
|
|
396
|
{
|
|
397
|
scr_panscr_pan
function scr_pan(arg0, arg1, arg2)
{
panner = instance_create(0, 0, obj_panner);
panner.panmax = arg2;
panner.panx = arg0;
panner.pany = arg1;
} (6, -2, 60);
|
|
398
|
con = 209;
|
|
399
|
alarm[4] = 90; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
400
|
}
|
|
401
|
if (con == 210)
|
|
402
|
{
|
|
403
|
with (r)
|
|
404
|
sprite_index = spr_ralseid;
|
|
405
|
global.msc = 305;
|
|
406
|
global.fe = 6;
|
|
407
|
global.fc = 2;
|
|
408
|
global.typer = 31;
|
|
409
|
scr_textscr_text
function 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] = Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = Face 1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = Face 4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = Face 4* I'll ask if you're sure!
Not yet Yes. Ask.Choice type 1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = Face 0* 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] = Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = Face 0* Do you wanna be partners? Not yet YesChoice type 1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = Face 0* 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] = Face 4* 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] = Face 0* 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] = Face 2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good BadChoice type 1 ;
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);
|
|
410
|
instance_create(0, 0, obj_dialoguer);
|
|
411
|
con = 228;
|
|
412
|
}
|
|
413
|
if (con == 228 && !d_ex())
|
|
414
|
{
|
|
415
|
fade = instance_create(0, 0, obj_fadeout);
|
|
416
|
with (fade)
|
|
417
|
fadespeed = 0.02;
|
|
418
|
con = 229;
|
|
419
|
alarm[4] = 70; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
420
|
}
|
|
421
|
if (con == 230)
|
|
422
|
{
|
|
423
|
scr_losecharscr_losechar
function scr_losechar()
{
global.char[2] = 0;
global.char[1] = 0;
for (i = 0; i < 36; i += 1)
global.submenucoord[i] = 0;
with (obj_darkcontroller)
{
chartotal = 0;
havechar[0] = 0;
havechar[1] = 0;
havechar[2] = 0;
for (i = 0; i < 3; i += 1)
{
global.faceaction[i] = 0;
if (global.char[i] != 0)
chartotal += 1;
if (global.char[i] == 1)
{
havechar[0] = 1;
charpos[0] = i;
}
if (global.char[i] == 2)
{
havechar[1] = 1;
charpos[1] = i;
}
if (global.char[i] == 3)
{
havechar[2] = 1;
charpos[2] = i;
}
}
}
global.submenu = 0;
global.charselect = -1;
for (i = 0; i < 36; i += 1)
global.submenucoord[i] = 0;
} ();
|
|
424
|
global.char[0] = 2;
|
|
425
|
global.entrance = 0;
|
|
426
|
global.interact = 3;
|
|
427
|
global.plot = 152;
|
|
428
|
pers = instance_create(0, 0, obj_persistentfadein);
|
|
429
|
room_goto(room_cc_prisonlancer_ch1 Castle - B1 - Corridor with puzzle);
|
|
430
|
con = 231;
|
|
431
|
}
|
|
432
|
if (con == 300)
|
|
433
|
{
|
|
434
|
__view_set(e__VW.XView, 0, 440);
|
|
435
|
with (obj_mainchara)
|
|
436
|
{
|
|
437
|
cutscene = 1;
|
|
438
|
visible = 0;
|
|
439
|
}
|
|
440
|
obj_mainchara.x = 680;
|
|
441
|
obj_mainchara.y = 160;
|
|
442
|
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;
} (obj_mainchara.x, obj_mainchara.y, spr_krisd_dark);
|
|
443
|
r = 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;
} (640, 150, spr_ralseir);
|
|
444
|
s = 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;
} (660, 500, spr_susieu_dark);
|
|
445
|
with (r)
|
|
446
|
image_index = 2;
|
|
447
|
with (r)
|
|
448
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
449
|
with (k)
|
|
450
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
451
|
irondoor = 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;
} (640, 280, spr_irondoor);
|
|
452
|
with (irondoor)
|
|
453
|
scr_depthscr_depth
function scr_depth()
{
depth = 100000 - ((y * 10) + (sprite_height * 10));
} ();
|
|
454
|
con = 301;
|
|
455
|
alarm[4] = 20; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
456
|
}
|
|
457
|
if (con == 301)
|
|
458
|
global.interact = 1;
|
|
459
|
if (con == 302)
|
|
460
|
{
|
|
461
|
global.fc = 2;
|
|
462
|
global.typer = 31;
|
|
463
|
global.fe = 6;
|
|
464
|
global.msg[0] = * ... so that's why,Delay 11 OK,Delay 11 Kris?Wait for inputClose Message ;
|
|
465
|
instance_create(0, 0, obj_dialoguer);
|
|
466
|
con = 303;
|
|
467
|
}
|
|
468
|
if (con == 303 && !d_ex())
|
|
469
|
{
|
|
470
|
with (irondoor)
|
|
471
|
instance_destroy();
|
|
472
|
snd_play(snd_locker);
|
|
473
|
with (r)
|
|
474
|
sprite_index = spr_ralseid;
|
|
475
|
with (k)
|
|
476
|
sprite_index = spr_krisd_dark;
|
|
477
|
exc = instance_create(r.x + 25, y - 40, obj_excblcon);
|
|
478
|
con = 304;
|
|
479
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
480
|
}
|
|
481
|
if (con == 305)
|
|
482
|
{
|
|
483
|
with (exc)
|
|
484
|
instance_destroy();
|
|
485
|
with (s)
|
|
486
|
{
|
|
487
|
vspeed = -6;
|
|
488
|
image_speed = 0.25;
|
|
489
|
}
|
|
490
|
con = 306;
|
|
491
|
alarm[4] = 50; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
492
|
}
|
|
493
|
if (con == 307)
|
|
494
|
{
|
|
495
|
with (s)
|
|
496
|
scr_haltscr_halt
function scr_halt()
{
image_index = 0;
image_speed = 0;
speed = 0;
} ();
|
|
497
|
con = 308;
|
|
498
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
499
|
}
|
|
500
|
if (con == 309)
|
|
501
|
{
|
|
502
|
global.fc = 1;
|
|
503
|
global.fe = 0;
|
|
504
|
global.typer = 30;
|
|
505
|
global.msg[0] = ;
|
|
506
|
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));
} (1, 0);
|
|
507
|
global.msg[2] = * Susie!Delay 11 You came to save us...!Wait for input ;
|
|
508
|
global.msg[3] = Face 8* I knew you had the heart of a hero,Delay 11 Susie..!Wait for input ;
|
|
509
|
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));
} (4, 0);
|
|
510
|
global.msg[5] = * Yeah,Delay 11 yeah,Delay 11 don't push your luck.Wait for inputClose Message ;
|
|
511
|
d = instance_create(0, 0, obj_dialoguer);
|
|
512
|
con = 310;
|
|
513
|
}
|
|
514
|
if (con == 310 && !d_ex())
|
|
515
|
{
|
|
516
|
with (s)
|
|
517
|
sprite_index = spr_susied_dark_unhappy;
|
|
518
|
con = 311;
|
|
519
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
520
|
}
|
|
521
|
if (con == 312)
|
|
522
|
{
|
|
523
|
global.fc = 0;
|
|
524
|
global.typer = 6;
|
|
525
|
global.msg[0] = * (Kris and Ralsei joined the party!)Wait for inputClose Message ;
|
|
526
|
instance_create(0, 0, obj_dialoguer);
|
|
527
|
con = 313;
|
|
528
|
}
|
|
529
|
if (con == 313 && !d_ex())
|
|
530
|
{
|
|
531
|
with (s)
|
|
532
|
{
|
|
533
|
image_speed = 0.25;
|
|
534
|
vspeed = 6;
|
|
535
|
}
|
|
536
|
with (r)
|
|
537
|
{
|
|
538
|
image_speed = 0.25;
|
|
539
|
vspeed = 6;
|
|
540
|
}
|
|
541
|
with (k)
|
|
542
|
{
|
|
543
|
image_speed = 0.25;
|
|
544
|
vspeed = 6;
|
|
545
|
}
|
|
546
|
con = 314;
|
|
547
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
548
|
}
|
|
549
|
if (con == 315)
|
|
550
|
{
|
|
551
|
instance_create(0, 0, obj_fadeout);
|
|
552
|
con = 316;
|
|
553
|
alarm[4] = 30; gml_Object_obj_prisonevent_Alarm_4.gml
con += 1;
|
|
554
|
}
|
|
555
|
if (con == 317)
|
|
556
|
{
|
|
557
|
global.plot = 156;
|
|
558
|
scr_losecharscr_losechar
function scr_losechar()
{
global.char[2] = 0;
global.char[1] = 0;
for (i = 0; i < 36; i += 1)
global.submenucoord[i] = 0;
with (obj_darkcontroller)
{
chartotal = 0;
havechar[0] = 0;
havechar[1] = 0;
havechar[2] = 0;
for (i = 0; i < 3; i += 1)
{
global.faceaction[i] = 0;
if (global.char[i] != 0)
chartotal += 1;
if (global.char[i] == 1)
{
havechar[0] = 1;
charpos[0] = i;
}
if (global.char[i] == 2)
{
havechar[1] = 1;
charpos[1] = i;
}
if (global.char[i] == 3)
{
havechar[2] = 1;
charpos[2] = i;
}
}
}
global.submenu = 0;
global.charselect = -1;
for (i = 0; i < 36; i += 1)
global.submenucoord[i] = 0;
} ();
|
|
559
|
global.char[0] = 1;
|
|
560
|
scr_getcharscr_getchar
function scr_getchar(arg0)
{
getchar = 0;
if (global.char[0] == 0)
{
global.char[0] = arg0;
getchar = 1;
}
if (global.char[1] == 0 && getchar == 0)
{
global.char[1] = arg0;
getchar = 1;
}
if (global.char[2] == 0 && getchar == 0)
{
global.char[2] = arg0;
getchar = 1;
}
with (obj_darkcontroller)
{
chartotal = 0;
havechar[0] = 0;
havechar[1] = 0;
havechar[2] = 0;
for (i = 0; i < 3; i += 1)
{
global.faceaction[i] = 0;
if (global.char[i] != 0)
chartotal += 1;
if (global.char[i] == 1)
{
havechar[0] = 1;
charpos[0] = i;
}
if (global.char[i] == 2)
{
havechar[1] = 1;
charpos[1] = i;
}
if (global.char[i] == 3)
{
havechar[2] = 1;
charpos[2] = i;
}
}
}
} (2);
|
|
561
|
scr_getcharscr_getchar
function scr_getchar(arg0)
{
getchar = 0;
if (global.char[0] == 0)
{
global.char[0] = arg0;
getchar = 1;
}
if (global.char[1] == 0 && getchar == 0)
{
global.char[1] = arg0;
getchar = 1;
}
if (global.char[2] == 0 && getchar == 0)
{
global.char[2] = arg0;
getchar = 1;
}
with (obj_darkcontroller)
{
chartotal = 0;
havechar[0] = 0;
havechar[1] = 0;
havechar[2] = 0;
for (i = 0; i < 3; i += 1)
{
global.faceaction[i] = 0;
if (global.char[i] != 0)
chartotal += 1;
if (global.char[i] == 1)
{
havechar[0] = 1;
charpos[0] = i;
}
if (global.char[i] == 2)
{
havechar[1] = 1;
charpos[1] = i;
}
if (global.char[i] == 3)
{
havechar[2] = 1;
charpos[2] = i;
}
}
}
} (3);
|
|
562
|
global.charauto[0] = 0;
|
|
563
|
global.charauto[1] = 0;
|
|
564
|
global.charauto[2] = 0;
|
|
565
|
global.charauto[3] = 0;
|
|
566
|
con = 318;
|
|
567
|
global.facing = 0;
|
|
568
|
global.entrance = 1;
|
|
569
|
global.interact = 3;
|
|
570
|
instance_create(0, 0, obj_persistentfadein);
|
|
571
|
room_goto(room_cc_prisonlancer_ch1 Castle - B1 - Corridor with puzzle);
|
|
572
|
}
|
|
573
|
|
|
574
|
enum e__VW
|
|
575
|
{
|
|
576
|
XView,
|
|
577
|
YView,
|
|
578
|
WView,
|
|
579
|
HView,
|
|
580
|
Angle,
|
|
581
|
HBorder,
|
|
582
|
VBorder,
|
|
583
|
HSpeed,
|
|
584
|
VSpeed,
|
|
585
|
Object,
|
|
586
|
Visible,
|
|
587
|
XPort,
|
|
588
|
YPort,
|
|
589
|
WPort,
|
|
590
|
HPort,
|
|
591
|
Camera,
|
|
592
|
SurfaceID
|
|
593
|
}
|