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gml_Object_obj_dw_b3bs_extrapuzzle_Step_0

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1
if (roomstart < 10)
2
    roomstart++;
3
if (
scr_debug
scr_debug

function
scr_debug()
{ if (global.debug == 1) return 1; }
())
4
{
5
    if (keyboard_check_pressed(ord("0")) && keyboard_check(ord("W")))
6
        room_goto(room_dw_b3bs_mysterypuzzle);
7
}
8
if (pressed == 0)
9
{
10
    var triggered = 0;
11
    with (trigger)
12
    {
13
        if (place_meeting(x, y, obj_pushableblock_board))
14
            triggered = 1;
15
    }
16
    if (triggered)
17
    {
18
        solidblock.x = room_width;
19
        pressed = 1;
20
        if (prefire == 0)
21
        {
22
            if (roomstart >= 10)
23
            {
24
                snd_play(snd_board_splash);
25
                for (var i = 0; i < 4; i++)
26
                {
27
                    with (instance_create(384 + (i * 32), 192, obj_board_smokepuff))
28
                        image_blend = #CE6951;
29
                }
30
            }
31
        }
32
        if (prefire == 1)
33
            prefire = 0;
34
        trigd = 1;
35
    }
36
}
37
if (pressed == 1)
38
{
39
    var untriggered = 0;
40
    with (trigger)
41
    {
42
        if (!place_meeting(x, y, obj_pushableblock_board))
43
            untriggered = 1;
44
    }
45
    if (untriggered == 1)
46
    {
47
        for (var i = 0; i < 4; i++)
48
        {
49
            with (instance_create(384 + (i * 32), 192, obj_board_smokepuff))
50
                image_blend = #4EBBC3;
51
        }
52
        trigd = 0;
53
        debug_print("untriggered");
54
        solidblock.x = solidblock.xstart;
55
        snd_play(snd_board_splash);
56
        pressed = 0;
57
    }
58
}
59
if (doorcon == 0)
60
{
61
    with (obj_board_switchtile)
62
    {
63
        if (pressed)
64
            other.doorcon = 1;
65
    }
66
}
67
if (doorcon == 1)
68
{
69
    global.flag[1112 solve_nowherepuzz] = 1;
70
    with (obj_board_switchtile)
71
    {
72
        with (instance_create(x, y, obj_board_smokepuff))
73
        {
74
            depth = other.depth;
75
            image_blend = #F22D81;
76
        }
77
        instance_destroy();
78
    }
79
    safe_delete(doorblock);
80
    snd_play(snd_impact);
81
    
scr_shakescreen
scr_shakescreen

function
scr_shakescreen()
{ instance_create(x, y, obj_shake); }
();
82
    doorcon = 2;
83
}
84
if (i_ex(block))
85
{
86
    if (update == false)
87
    {
88
        if (i_ex(obj_board_grabobject))
89
            update = true;
90
    }
91
    var doupdate = true;
92
    if (obj_pushableblock_board.con != 0)
93
        doupdate = false;
94
    if (update == true && global.interact == 0 && doupdate == true)
95
    {
96
        if (!i_ex(obj_board_grabobject))
97
        {
98
            update = false;
99
            global.flag[1109 save_preegg_x] = block.x - bxoff;
100
            global.flag[1110 save_preegg_y] = block.y - byoff;
101
            debug_message("block x/y=" + string(global.flag[1109 save_preegg_x]) + "|" + string(global.flag[1110 save_preegg_y]));
102
        }
103
    }
104
}
105
if (endcon == 1)
106
{
107
    if (obj_b3bs_console.swordinteract == 1)
108
    {
109
        endcon = 2;
110
        global.interact = 1;
111
        global.msc = 1411;
112
        
scr_text
scr_text

function
scr_text(arg0)
{ switch (arg0) { case 0: break; case 10: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_8_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_9_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_12_0_b"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_13_0_b"
);
global.msg[0] = stringsetloc(
* You really didn't want to throw it away.Wait for input
"* You really didn't want to throw it away./", "scr_text_slash_scr_text_gml_12_0"
);
global.msg[1] = stringsetloc(
* Throw it away anyway?Wait for input
"* Throw it away anyway?/", "scr_text_slash_scr_text_gml_13_0"
);
global.msg[2] = stringsetloc(
Choice type 2
"\\C2 ", "scr_text_slash_scr_text_gml_14_0"
);
if (global.chapter >= 2) msgsetloc(0,
* You took it from your pocket.Delay 11
* You have a very,Delay 11 very,Delay 11 bad feeling about throwing it away.Wait for input
"* You took it from your pocket^1.&* You have a \\cYvery^1, very^1, bad feeling\\c0 about throwing it away./", "scr_text_slash_scr_text_gml_19_0"
);
break; case 11: if (global.choice == 0) { global.flag[466 junkball_dropped] = 1; snd_play(snd_bageldefeat); global.msg[0] = stringsetloc(
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
"* Hand shaking^1, you dropped the ball of junk on the ground./", "scr_text_slash_scr_text_gml_20_0"
);
global.msg[1] = stringsetloc(
* It broke into pieces.Wait for input
"* It broke into pieces./", "scr_text_slash_scr_text_gml_21_0"
);
global.msg[2] = stringsetloc(
* You felt bitter.Wait for inputClose Message
"* You felt bitter./%", "scr_text_slash_scr_text_gml_22_0"
);
script_execute(scr_litemshift, global.menucoord[1], 0); for (var i = 0; i < 12; i += 1) global.item[i] = 0; for (var i = 0; i < 48; i += 1) { global.armor[i] = 0; global.weapon[i] = 0; } } else { global.msg[0] = stringsetloc(
* You felt a feeling of relief.Wait for inputClose Message
"* You felt a feeling of relief./%", "scr_text_slash_scr_text_gml_34_0"
);
} break; case 100: global.msg[0] = stringsetloc(
* Hey, Kris!Delay 11 What's up?Delay 11
* Didja lose your pencil again?Wait for input
"* Hey, Kris^1! What's up^1?&* Didja lose your pencil again?/", "scr_text_slash_scr_text_gml_39_0"
);
global.msg[1] = stringsetloc(
Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
"\\E4* Here^1, you want the candy-cane one or the one with lights on it?/", "scr_text_slash_scr_text_gml_40_0"
);
global.msg[2] = stringsetloc(
Face 1* Huh?Delay 11
* You want to be partners?Wait for input
"\\E1* Huh^1?&* You want to be partners?/", "scr_text_slash_scr_text_gml_41_0"
);
global.msg[3] = stringsetloc(
Face 4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
"\\E4* Ummm..^1. Sorry..^1.&* Berdly already asked me.../", "scr_text_slash_scr_text_gml_42_0"
);
global.msg[4] = stringsetloc(
Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
"\\E0* But I could ask Ms. Alphys if we could make a group of 3!/", "scr_text_slash_scr_text_gml_43_0"
);
global.msg[5] = stringsetloc(
Face 4* I'll ask if you're sure!

Not yet Yes. Ask.Choice type 1
"\\E4* I'll ask if you're sure!& &Not yet Yes. Ask.\\C1 ", "scr_text_slash_scr_text_gml_44_0"
);
global.msg[6] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_47_0"
);
break; case 101: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_51_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_52_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
"\\E4* Yeah^1, I'm sure there's someone else you can ask!/%", "scr_text_slash_scr_text_gml_57_0"
);
break; case 102: global.msg[0] = stringsetloc(
Face 0* Do you wanna be partners?
Not yet YesChoice type 1
"\\E0* Do you wanna be partners?&Not yet Yes\\C1 ", "scr_text_slash_scr_text_gml_62_0"
);
global.msg[1] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_65_0"
);
break; case 103: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_69_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_70_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
"\\E4* Umm^1, OK^1.&* You just keep doing your thing^1, Kris./%", "scr_text_slash_scr_text_gml_75_0"
);
break; case 104: global.msg[0] = stringsetloc(
Face 0* Alright.Delay 11
* Let's get this over with.Wait for input
"\\E0* Alright^1.&* Let's get this over with./", "scr_text_slash_scr_text_gml_80_0"
);
global.msg[1] = stringsetloc(
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
"* We'll get more chalk^1.&* Mosey back to class^1.&* And then^1, Kris.../", "scr_text_slash_scr_text_gml_81_0"
);
global.msg[2] = stringsetloc(
Face 2* YOU'LL do our project.Wait for input
"\\E2* YOU'LL do our project./", "scr_text_slash_scr_text_gml_82_0"
);
global.msg[3] = stringsetloc(
* How's that sound?

Good BadChoice type 1
"* How's that sound?& &Good Bad\\C1 ", "scr_text_slash_scr_text_gml_83_0"
);
global.msg[4] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_86_0"
);
break; case 105: global.msg[0] = stringsetloc(
Close MessageClose Message
" %%", "scr_text_slash_scr_text_gml_90_0"
);
break; case 110: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_92_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_93_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_96_0"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_97_0"
);
if (global.flag[100 got_glowshard] == 0) { global.msg[0] = stringsetloc(
* (There's something glowing inside.)Wait for input
"* (There's something glowing inside.)/", "scr_text_slash_scr_text_gml_98_0"
);
global.msg[1] = stringsetloc(
* (Take it?)Wait for input
"* (Take it?)/ ", "scr_text_slash_scr_text_gml_99_0"
);
global.msg[2] = stringsetloc(
Choice type 2
" \\C2", "scr_text_slash_scr_text_gml_100_0"
);
} else { global.msg[0] = stringsetloc(
* (It's dark inside.)Wait for inputClose Message
"* (It's dark inside.)/%", "scr_text_slash_scr_text_gml_104_0"
);
} break; case 111: ...
(global.msc);
113
        d_make();
114
    }
115
}
116
if (endcon == 2 && !d_ex())
117
{
118
    endcon = 1;
119
    obj_b3bs_console.swordinteract = 0;
120
    global.interact = 0;
121
}