|
1
|
if (room == room_town_mid)
|
|
2
|
{
|
|
3
|
if (con == 20 && !d_ex())
|
|
4
|
{
|
|
5
|
alarm[4] = 5; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
6
|
con = 21;
|
|
7
|
}
|
|
8
|
if (con == 21)
|
|
9
|
global.interact = 1;
|
|
10
|
if (con == 22)
|
|
11
|
{
|
|
12
|
global.interact = 1;
|
|
13
|
banim = scr_markerscr_marker
function scr_marker(arg0, arg1, arg2)
{
thismarker = instance_create(arg0, arg1, obj_marker);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
}
return thismarker;
} (bnpc.x - 1, bnpc.y - 14, spr_npc_icemascot_takeoff);
|
|
14
|
banim.depth = bnpc.depth;
|
|
15
|
with (bnpc)
|
|
16
|
visible = 0;
|
|
17
|
with (banim)
|
|
18
|
image_speed = 0.334;
|
|
19
|
con = 23;
|
|
20
|
alarm[4] = 36; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
21
|
}
|
|
22
|
if (con == 24)
|
|
23
|
{
|
|
24
|
with (bnpc)
|
|
25
|
instance_destroy();
|
|
26
|
bnpc = instance_create(banim.x + 9, banim.y + 18, obj_npc_room);
|
|
27
|
with (bnpc)
|
|
28
|
sprite_index = spr_npc_burgerpants;
|
|
29
|
with (banim)
|
|
30
|
instance_destroy();
|
|
31
|
con = 25;
|
|
32
|
alarm[4] = 20; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
33
|
}
|
|
34
|
if (con == 26)
|
|
35
|
{
|
|
36
|
global.fc = 19;
|
|
37
|
global.typer = 5;
|
|
38
|
global.fe = 0;
|
|
39
|
global.msc = 340;
|
|
40
|
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);
|
|
41
|
con = 27;
|
|
42
|
instance_create(0, 0, obj_dialoguer);
|
|
43
|
}
|
|
44
|
if (con == 27 && !d_ex())
|
|
45
|
{
|
|
46
|
global.interact = 0;
|
|
47
|
con = 28;
|
|
48
|
if (global.flag[271 talk_pizzapants] == 0)
|
|
49
|
global.flag[271 talk_pizzapants] = 1;
|
|
50
|
}
|
|
51
|
if (con == 70 && global.flag[273 talked_to_sans] == 1)
|
|
52
|
{
|
|
53
|
if (global.interact == 0)
|
|
54
|
{
|
|
55
|
if (obj_mainchara.x <= 1060 || obj_mainchara.x >= 1200 || obj_mainchara.y >= 120)
|
|
56
|
{
|
|
57
|
global.interact = 1;
|
|
58
|
if (obj_mainchara.x <= 1060)
|
|
59
|
global.facing = 1;
|
|
60
|
if (obj_mainchara.x >= 1200)
|
|
61
|
global.facing = 3;
|
|
62
|
if (obj_mainchara.y >= 120)
|
|
63
|
global.facing = 2;
|
|
64
|
con = 71;
|
|
65
|
global.typer = 14;
|
|
66
|
global.fc = 6;
|
|
67
|
global.fe = 0;
|
|
68
|
global.msc = 380;
|
|
69
|
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);
|
|
70
|
instance_create(0, 0, obj_dialoguer);
|
|
71
|
}
|
|
72
|
}
|
|
73
|
}
|
|
74
|
if (con == 71 && !d_ex())
|
|
75
|
{
|
|
76
|
con = 72;
|
|
77
|
global.flag[273 talked_to_sans] = 2;
|
|
78
|
global.interact = 0;
|
|
79
|
global.facing = 0;
|
|
80
|
}
|
|
81
|
}
|
|
82
|
if (room == room_town_south)
|
|
83
|
{
|
|
84
|
if (con == 50 && !d_ex())
|
|
85
|
{
|
|
86
|
snd_play(snd_noise);
|
|
87
|
con = 51;
|
|
88
|
alarm[4] = 28; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
89
|
}
|
|
90
|
if (con == 51)
|
|
91
|
{
|
|
92
|
global.interact = 1;
|
|
93
|
with (policewindow)
|
|
94
|
image_index += 0.1;
|
|
95
|
}
|
|
96
|
if (con == 52)
|
|
97
|
{
|
|
98
|
global.msg[0] = * (They just closed the blinds...)Wait for inputClose Message ;
|
|
99
|
instance_create(0, 0, obj_dialoguer);
|
|
100
|
con = 53;
|
|
101
|
}
|
|
102
|
if (con == 53 && !d_ex())
|
|
103
|
{
|
|
104
|
global.interact = 0;
|
|
105
|
global.facing = 0;
|
|
106
|
con = 55;
|
|
107
|
}
|
|
108
|
}
|
|
109
|
if (room == room_torbathroom)
|
|
110
|
{
|
|
111
|
if (con == 60 && !d_ex())
|
|
112
|
{
|
|
113
|
snd_pause(global.currentsong[1]);
|
|
114
|
snd_play(snd_toilet);
|
|
115
|
con = 61;
|
|
116
|
alarm[4] = 30; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
117
|
}
|
|
118
|
if (con == 61)
|
|
119
|
global.interact = 1;
|
|
120
|
if (con == 62)
|
|
121
|
{
|
|
122
|
specflush = 0;
|
|
123
|
snd_play(snd_won);
|
|
124
|
flush += 1;
|
|
125
|
global.msg[0] = * (You flushed the toilet!)Wait for inputClose Message ;
|
|
126
|
if (flush == 3)
|
|
127
|
specflush = 1;
|
|
128
|
if (flush == 6)
|
|
129
|
specflush = 2;
|
|
130
|
if (flush == 9)
|
|
131
|
specflush = 3;
|
|
132
|
instance_create(0, 0, obj_dialoguer);
|
|
133
|
con = 63;
|
|
134
|
if (specflush > 0)
|
|
135
|
con = 67;
|
|
136
|
}
|
|
137
|
if (con == 63 && !d_ex())
|
|
138
|
{
|
|
139
|
snd_resume(global.currentsong[1]);
|
|
140
|
con = 64;
|
|
141
|
global.interact = 0;
|
|
142
|
global.facing = 0;
|
|
143
|
}
|
|
144
|
if (con == 67 && !d_ex())
|
|
145
|
{
|
|
146
|
snd_play(snd_knock);
|
|
147
|
con = 68;
|
|
148
|
alarm[4] = 30; gml_Object_obj_town_event_Alarm_4.gml
con += 1;
|
|
149
|
}
|
|
150
|
if (con == 69)
|
|
151
|
{
|
|
152
|
if (specflush == 1)
|
|
153
|
{
|
|
154
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (0, 1);
|
|
155
|
global.msg[1] = * Kris...?Delay 11 * Is everything...Delay 11 alright in there?Wait for inputClose Message ;
|
|
156
|
}
|
|
157
|
if (specflush == 2)
|
|
158
|
{
|
|
159
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (0, 3);
|
|
160
|
global.msg[1] = * Kris,Delay 11 WHAT are you doing?Wait for input ;
|
|
161
|
global.msg[2] = * You did not put a bath bomb in the toilet again,Delay 11 did you?Wait for inputClose Message ;
|
|
162
|
}
|
|
163
|
if (specflush == 3)
|
|
164
|
{
|
|
165
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (0, 5);
|
|
166
|
global.msg[1] = * Kris,Delay 11 if anything bad happens,Delay 11 you are paying for the plumbing bill.Wait for inputClose Message ;
|
|
167
|
}
|
|
168
|
instance_create(0, 0, obj_dialoguer);
|
|
169
|
con = 63;
|
|
170
|
specflush = 0;
|
|
171
|
}
|
|
172
|
}
|