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gml_Object_obj_ch2_scene21_puzzle_entrance_Step_0

(view raw script w/o annotations or w/e)
1
if (global.plot < 140)
2
{
3
    if (con == -1 && swanboat.x >= 40)
4
        global.facing = 1;
5
    if (con == -1 && swanboat.x >= 136)
6
    {
7
        con = 1;
8
        global.interact = 1;
9
        swanboat.pause_x_move = true;
10
        swanboat.sprite_index = spr_swanboat_squish;
11
        snd_play(snd_squeaky);
12
        swanboat.con = 99;
13
        swanboat.active = 0;
14
        cutscene_master = scr_cutscene_make
scr_cutscene_make

function scr_cutscene_make() { _cutscene_master = instance_create(0, 0, obj_cutscene_master); _cutscene_master.master_object = id; return _cutscene_master; }
();
15
        scr_maincharacters_actors
scr_maincharacters_actors

function scr_maincharacters_actors() { actor_count = 0; kr = 0; kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor); scr_actor_setup(kr, kr_actor, "kris"); kr_actor.sprite_index = obj_mainchara.sprite_index; kr_actor.depth = obj_mainchara.depth; with (obj_mainchara) visible = 0; for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++) { if (i_ex(global.cinstance[__jj])) { if (global.cinstance[__jj].name == "susie") { actor_count++; su = __jj + 1; su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor); scr_actor_setup(su, su_actor, "susie"); su_actor.sprite_index = global.cinstance[__jj].sprite_index; su_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "ralsei") { actor_count++; ra = __jj + 1; ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor); scr_actor_setup(ra, ra_actor, "ralsei"); ra_actor.sprite_index = global.cinstance[__jj].sprite_index; ra_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "noelle") { actor_count++; no = __jj + 1; no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor); scr_actor_setup(no, no_actor, "noelle"); no_actor.sprite_index = global.cinstance[__jj].sprite_index; no_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } } } }
();
16
    }
17
    if (con == 1)
18
    {
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        con = 2;
20
        c_wait
c_wait

function c_wait(arg0) { c_cmd("wait", arg0, 0, 0, 0); }
(60);
21
        c_sel
c_sel

function c_sel(arg0) { c_cmd("select", arg0, 0, 0, 0); }
(kr);
22
        c_facing
c_facing

function c_facing(arg0) { c_cmd("facing", arg0, 0, 0, 0); }
("l");
23
        c_speaker
c_speaker

function c_speaker(arg0) { c_cmd("speaker", arg0, 0, 0, 0); }
("ralsei");
24
        c_msgsetloc
c_msgsetloc

function c_msgsetloc(arg0, arg1, arg2) { var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str = scr_84_get_lang_string(localized_string_id); c_msgset(msg_index, str); }
(0,
Face L* H-huh? There's something blocking the way...Wait for inputClose Message
"\\EL* H-huh? There's something blocking the way.../%", "obj_ch2_scene21_puzzle_entrance_slash_Step_0_gml_33_0"
);
25
        c_talk_wait();
26
        c_sel
c_sel

function c_sel(arg0) { c_cmd("select", arg0, 0, 0, 0); }
(kr);
27
        c_walk
c_walk

function c_walk(arg0, arg1, arg2) { c_cmd("walk", arg0, arg1, arg2, 0); }
("u", 4, 16);
28
        c_delayfacing
c_delayfacing

function c_delayfacing(arg0, arg1) { c_cmd_x("delaycmd", arg0, "facing", arg1, 0, 0, 0); }
(17, "r");
29
        c_wait
c_wait

function c_wait(arg0) { c_cmd("wait", arg0, 0, 0, 0); }
(8);
30
        c_sel
c_sel

function c_sel(arg0) { c_cmd("select", arg0, 0, 0, 0); }
(ra);
31
        c_walk_wait
c_walk_wait

function c_walk_wait(arg0, arg1, arg2) { c_walk(arg0, arg1, arg2); c_wait(arg2); }
("r", 4, 8);
32
        c_walk_wait
c_walk_wait

function c_walk_wait(arg0, arg1, arg2) { c_walk(arg0, arg1, arg2); c_wait(arg2); }
("u", 4, 6);
33
        c_facing
c_facing

function c_facing(arg0) { c_cmd("facing", arg0, 0, 0, 0); }
("r");
34
        c_wait
c_wait

function c_wait(arg0) { c_cmd("wait", arg0, 0, 0, 0); }
(5);
35
        c_speaker
c_speaker

function c_speaker(arg0) { c_cmd("speaker", arg0, 0, 0, 0); }
("ralsei");
36
        c_msgsetloc
c_msgsetloc

function c_msgsetloc(arg0, arg1, arg2) { var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str = scr_84_get_lang_string(localized_string_id); c_msgset(msg_index, str); }
(0,
Face J* Maybe we can find some way to get rid of this...?Wait for inputClose Message
"\\EJ* Maybe we can find some way to get rid of this...?/%", "obj_ch2_scene21_puzzle_entrance_slash_Step_0_gml_50_0"
);
37
        c_talk_wait();
38
        c_wait
c_wait

function c_wait(arg0) { c_cmd("wait", arg0, 0, 0, 0); }
(15);
39
        c_actortokris
c_actortokris

function c_actortokris() { c_cmd("actortokris", 0, 0, 0, 0); }
();
40
        c_actortocaterpillar
c_actortocaterpillar

function c_actortocaterpillar() { c_cmd("actortocaterpillar", 0, 0, 0, 0); }
();
41
        c_terminatekillactors
c_terminatekillactors

function c_terminatekillactors() { c_cmd("terminatekillactors", 0, 0, 0, 0); }
();
42
    }
43
    if (con == 2 && !i_ex(obj_cutscene_master))
44
    {
45
        con = 99;
46
        with (obj_mainchara)
47
            fun = 0;
48
        with (obj_caterpillarchara)
49
        {
50
            follow = 1;
51
            fun = 0;
52
        }
53
        global.interact = 0;
54
        global.facing = 0;
55
        bottom_collider = instance_create(200, 320, obj_soliddark);
56
        bottom_collider.visible = 0;
57
        bottom_collider.image_xscale = 6;
58
        var swan_interact = instance_create(swanboat.x + 50, swanboat.y + 80, obj_npc_sign);
59
        swan_interact.visible = 0;
60
        swan_interact.image_xscale = 4;
61
        global.plot = 140;
62
    }
63
}
64
else if (remove_collider)
65
{
66
    global.facing = 1;
67
    remove_collider = false;
68
    with (left_collider)
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        instance_destroy();
70
    with (right_collider)
71
        instance_destroy();
72
}