Deltarune (Chapter 3) script viewer

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gml_Object_obj_room_beach_Step_0

(view raw script w/o annotations or w/e)
1
if (canrest)
2
{
3
    if (obj_mainchara.x > x && (!sunkus_kb_check_pressed(1) && !
scr_gamepad_check_any
scr_gamepad_check_any

function
scr_gamepad_check_any()
{ var any_input; if (!i_ex(obj_gamecontroller)) { return false; } else { any_input = false; for (var i = 0; i < 4; i += 1) { if (
scr_gamepad_axis_check(obj_gamecontroller.gamepad_id, i))
{ any_input = true; break; } } for (var i = 0; i < 10; i += 1) { if (gamepad_button_check(obj_gamecontroller.gamepad_id, global.input_g[i])) { any_input = true; break; } } } return any_input; }
()))
4
        timer++;
5
    else if (timer > 0)
6
        timer = 0;
7
    if (timer >= 300 && con == -1)
8
    {
9
        con = 1;
10
        timer = 0;
11
    }
12
    if (con == 1)
13
    {
14
        con = 2;
15
        global.interact = 1;
16
        global.facing = 1;
17
        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; }
();
18
        
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; } } } }
();
19
        mus_volume(global.currentsong[1], 0, 60);
20
    }
21
    if (con == 2)
22
    {
23
        con = 3;
24
        oceansong[0] = snd_init("ocean.ogg");
25
        oceansong[1] = mus_loop(oceansong[0]);
26
        mus_volume(oceansong[1], 0, 0);
27
        mus_volume(oceansong[1], 0.5, 150);
28
        
c_sel
c_sel

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

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(362, 88, 30);
30
        
c_delayfacing
c_delayfacing

function
c_delayfacing(arg0, arg1)
{
c_cmd_x("delaycmd", arg0, "facing", arg1, 0, 0, 0);
}
(31, "r");
31
        
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
32
        
c_walkdirect
c_walkdirect

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(364, 122, 30);
33
        
c_delayfacing
c_delayfacing

function
c_delayfacing(arg0, arg1)
{
c_cmd_x("delaycmd", arg0, "facing", arg1, 0, 0, 0);
}
(31, "r");
34
        
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(1);
35
        
c_panspeed
c_panspeed

function
c_panspeed(arg0, arg1, arg2)
{
c_cmd("panspeed", arg0, arg1, arg2, 0);
}
(1, 0, 40);
36
        
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(32);
37
        
c_autowalk
c_autowalk

function
c_autowalk(arg0)
{
c_cmd("autowalk", arg0, 0, 0, 0);
}
(0);
38
        
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_kris_sit_wind);
39
        
c_imagespeed
c_imagespeed

function
c_imagespeed(arg0)
{
c_cmd("imagespeed", arg0, 0, 0, 0);
}
(0.1);
40
        
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
41
        
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(5);
42
        
c_autowalk
c_autowalk

function
c_autowalk(arg0)
{
c_cmd("autowalk", arg0, 0, 0, 0);
}
(0);
43
        
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_susie_sit_wind);
44
        
c_imagespeed
c_imagespeed

function
c_imagespeed(arg0)
{
c_cmd("imagespeed", arg0, 0, 0, 0);
}
(0.1);
45
        
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(15);
46
        
c_waitcustom
c_waitcustom

function
c_waitcustom()
{
c_cmd("waitcustom", 0, 0, 0, 0);
}
();
47
    }
48
    if (con == 3 && customcon == 1 && (sunkus_kb_check_pressed(1) || 
scr_gamepad_check_any
scr_gamepad_check_any

function
scr_gamepad_check_any()
{ var any_input; if (!i_ex(obj_gamecontroller)) { return false; } else { any_input = false; for (var i = 0; i < 4; i += 1) { if (
scr_gamepad_axis_check(obj_gamecontroller.gamepad_id, i))
{ any_input = true; break; } } for (var i = 0; i < 10; i += 1) { if (gamepad_button_check(obj_gamecontroller.gamepad_id, global.input_g[i])) { any_input = true; break; } } } return any_input; }
()))
49
    {
50
        con = 4;
51
        customcon = 0;
52
        alarm[0]
 = 30;
gml_Object_obj_room_beach_Alarm_0.gml

con++;
53
        
c_waitcustom_end
c_waitcustom_end

function
c_waitcustom_end()
{ with (obj_cutscene_master) { cs_wait_custom = 0; waiting = 0; } }
();
54
        
c_panobj
c_panobj

function
c_panobj(arg0, arg1)
{
c_cmd("panobj", arg0, arg1, 0, 0);
}
(kr_actor, 60);
55
        mus_volume(oceansong[1], 0, 90);
56
        mus_volume(global.currentsong[1], 1, 90);
57
        
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(65);
58
        
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
59
        
c_autowalk
c_autowalk

function
c_autowalk(arg0)
{
c_cmd("autowalk", arg0, 0, 0, 0);
}
(1);
60
        
c_sprite
c_sprite

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

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
62
        
c_autowalk
c_autowalk

function
c_autowalk(arg0)
{
c_cmd("autowalk", arg0, 0, 0, 0);
}
(1);
63
        
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_susie_walk_right_lw);
64
        
c_actortokris
c_actortokris

function
c_actortokris()
{
c_cmd("actortokris", 0, 0, 0, 0);
}
();
65
        
c_actortocaterpillar
c_actortocaterpillar

function
c_actortocaterpillar()
{
c_cmd("actortocaterpillar", 0, 0, 0, 0);
}
();
66
        
c_terminatekillactors
c_terminatekillactors

function
c_terminatekillactors()
{
c_cmd("terminatekillactors", 0, 0, 0, 0);
}
();
67
    }
68
    if (con == 5 && !i_ex(obj_cutscene_master))
69
    {
70
        con = -1;
71
        snd_free(oceansong[1]);
72
        obj_mainchara.cutscene = 0;
73
        global.interact = 0;
74
        global.facing = 0;
75
    }
76
}