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gml_Object_obj_dw_puzzlecloset_1_consolesequence_Step_0

(view raw script w/o annotations or w/e)
1
if (con == 40)
2
{
3
    
scr_speaker
scr_speaker

function
scr_speaker(arg0)
{ _speaker = arg0; global.typer = 5; if (global.darkzone == 1) global.typer = 6; if (global.fighting == 1) global.typer = 4; global.fc = 0; global.fe = 0; if (_speaker == "silent" && global.darkzone == 0) global.typer = 2; if (_speaker == "silent" && global.darkzone == 1) global.typer = 36; if (_speaker == "balloon" || _speaker == "enemy") global.typer = 50; if (_speaker == "sans") { global.typer = 14; global.fc = 6; } if (_speaker == "undyne" || _speaker == "und") { global.typer = 17; global.fc = 9; } if (_speaker == "temmie" || _speaker == "tem") global.typer = 21; if (_speaker == "jevil") global.typer = 35; if (_speaker == "catti") global.fc = 13; if (_speaker == "jockington" || _speaker == "joc") global.fc = 14; if (_speaker == "catty" || _speaker == "caddy") global.fc = 16; if (_speaker == "bratty" || _speaker == "bra") global.fc = 17; if (_speaker == "rouxls" || _speaker == "rou") global.fc = 18; if (_speaker == "burgerpants" || _speaker == "bur") global.fc = 19; if (_speaker == "spamton") { if (global.fighting == 0) global.typer = 66; else global.typer = 68; } if (_speaker == "sneo") global.typer = 67; if (_speaker == "tenna") { global.typer = 80; if (global.fighting == 1) global.typer = 81; } if (_speaker == "susie" || _speaker == "sus") { global.fc = 1; global.typer = 10; if (global.darkzone == 1) { global.typer = 30; if (global.fighting == 1) global.typer = 47; } } if (_speaker == "ralsei" || _speaker == "ral") { global.fc = 2; global.typer = 31; if (global.fighting == 1) global.typer = 45; if (global.flag[30 ralsei_hat_state] == 1) global.typer = 6; } if (_speaker == "noelle" || _speaker == "noe") { global.fc = 3; if (global.darkzone == 0) global.typer = 12; else global.typer = 56; if (global.fighting == 1) global.typer = 59; } if (_speaker == "toriel" || _speaker == "tor") { global.fc = 4; global.typer = 7; } if (_speaker == "asgore" || _speaker == "asg") { global.fc = 10; global.typer = 18; } if (_speaker == "king" || _speaker == "kin") { global.fc = 20; global.typer = 33; ...
("no_name");
4
    msgsetloc(0, 
* (A console and TV.)Wait for input
"* (A console and TV.)/", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_8_0"
);
5
    msgnextloc(
* (It won't turn on...)Wait for inputClose Message
"* (It won't turn on...)/%", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_9_0"
);
6
    d_make();
7
    con = 41;
8
}
9
if (con == 41 && !d_ex())
10
{
11
    con = -1;
12
    global.interact = 0;
13
}
14
if (con == -1)
15
{
16
    if (global.flag[1133 parent_lock_1_start] == 1)
17
        con = 0;
18
}
19
if (con == 1)
20
{
21
    con = -2;
22
    global.facing = 2;
23
    obj_puzzlecloset_manager.camcontrol = false;
24
    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; }
();
25
    
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; } } } }
();
26
    
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(1);
27
    
c_pan
c_pan

function
c_pan(arg0, arg1, arg2)
{
c_cmd("pan", arg0, arg1, arg2, 0);
}
(303, 0, 12);
28
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
29
    
c_walkdirect
c_walkdirect

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(604, 272, 12);
30
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
31
    
c_walkdirect
c_walkdirect

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(644, 298, 25);
32
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
33
    
c_walkdirect
c_walkdirect

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(558, 300, 30);
34
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
35
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
36
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
37
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
38
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
39
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
40
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
41
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
42
    if (global.flag[1055 sword_route_progress] > 0)
43
        
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "con", 60);
44
    else
45
        
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "con", 50);
46
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(1);
47
}
48
if (con == 50)
49
{
50
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("ralsei");
51
    
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 d* It's a game console...Delay 11 But there are no controllers.Wait for input
"\\Ed* It's a game console..^1. But there are no controllers./", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_46_0"
);
52
    
c_facenext
c_facenext

function
c_facenext(arg0, arg1)
{
c_cmd("msgfacenext", arg0, arg1, 0, 0);
}
("susie", "2");
53
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face 2* Don't worry,Delay 11 I made sure to take mine.Wait for inputClose Message
"\\E2* Don't worry^1, I made sure to take mine./%", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_48_0"
);
54
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "con", 98);
55
    
c_talk
c_talk

function
c_talk()
{
c_cmd("talk", 0, 0, 0, 0);
}
();
56
    
c_wait_box
c_wait_box

function
c_wait_box(arg0)
{
c_cmd("waitbox", arg0, 0, 0, 0);
}
(0);
57
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
58
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("r");
59
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
60
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_susie_walk_left_dw_unhappy);
61
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
62
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("d");
63
    
c_wait_box
c_wait_box

function
c_wait_box(arg0)
{
c_cmd("waitbox", arg0, 0, 0, 0);
}
(2);
64
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
65
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_susie_walk_left_dw);
66
    
c_wait_talk
c_wait_talk

function
c_wait_talk()
{
c_cmd("waitdialoguer", 0, 0, 0, 0);
}
();
67
}
68
if (con == 60)
69
{
70
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("ralsei");
71
    
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 d* It's a game console...Delay 11 But there are no...Wait for input
"\\Ed* It's a game console..^1. But there are no.../", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_69_0"
);
72
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face L* ...Delay 11 huh? Kris,Delay 11 where'd you get that controller...Wait for inputClose Message
"\\EL* ..^1. huh? Kris^1, where'd you get that controller.../%", "obj_dw_puzzlecloset_1_consolesequence_slash_Step_0_gml_70_0"
);
73
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "con", 98);
74
    
c_talk
c_talk

function
c_talk()
{
c_cmd("talk", 0, 0, 0, 0);
}
();
75
    
c_wait_box
c_wait_box

function
c_wait_box(arg0)
{
c_cmd("waitbox", arg0, 0, 0, 0);
}
(0);
76
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
77
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("r");
78
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
79
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("l");
80
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
81
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("d");
82
    
c_wait_box
c_wait_box

function
c_wait_box(arg0)
{
c_cmd("waitbox", arg0, 0, 0, 0);
}
(1);
83
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
84
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
85
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
86
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
87
    
c_wait_talk
c_wait_talk

function
c_wait_talk()
{
c_cmd("waitdialoguer", 0, 0, 0, 0);
}
();
88
}
89
if (con == 98)
90
{
91
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
92
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
93
    global.facing = 2;
94
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "con", 99);
95
    
c_actortokris
c_actortokris

function
c_actortokris()
{
c_cmd("actortokris", 0, 0, 0, 0);
}
();
96
    
c_actortocaterpillar
c_actortocaterpillar

function
c_actortocaterpillar()
{
c_cmd("actortocaterpillar", 0, 0, 0, 0);
}
();
97
    
c_terminatekillactors
c_terminatekillactors

function
c_terminatekillactors()
{
c_cmd("terminatekillactors", 0, 0, 0, 0);
}
();
98
    obj_mainchara.cutscene = true;
99
}
100
if (con == 99 && !i_ex(cutscene_master))
101
{
102
    global.facing = 2;
103
    with (obj_b3bs_console)
104
    {
105
        buffer = 3;
106
        cantuse = false;
107
        con = 0.2;
108
    }
109
    obj_puzzlecloset_manager.camcontrol = true;
110
    global.flag[1090 parent_lock_1_scene] = 1;
111
    con = 100;
112
    x = room_width;
113
}