1 |
if (room == room_town_mid) |
2 |
{ |
3 |
if (con == 20 && !d_ex()) |
4 |
{ |
5 |
alarm[4] = 5; |
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_markerfunction 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; |
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; |
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_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); |
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_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); |
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; |
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; |
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; |
149 |
} |
150 |
if (con == 69) |
151 |
{ |
152 |
if (specflush == 1) |
153 |
{ |
154 |
scr_torface(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_torface(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_torface(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 |
} |