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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;
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    if (con == -1 && swanboat.x >= 136)
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    {
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        con = 1;
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        global.interact = 1;
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        swanboat.pause_x_move = true;
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        swanboat.sprite_index = spr_swanboat_squish;
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        snd_play(snd_squeaky);
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        swanboat.con = 99;
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        swanboat.active = 0;
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        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; } } } }
();
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    }
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    if (con == 1)
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    {
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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
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
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
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
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
    {
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        con = 99;
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        with (obj_mainchara)
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            fun = 0;
48
        with (obj_caterpillarchara)
49
        {
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            follow = 1;
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            fun = 0;
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        }
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        global.interact = 0;
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        global.facing = 0;
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        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;
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    }
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}
64
else if (remove_collider)
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{
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    global.facing = 1;
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    remove_collider = false;
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    with (left_collider)
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        instance_destroy();
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    with (right_collider)
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        instance_destroy();
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}