Deltarune (Chapter 5) script viewer

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gml_GlobalScript_scr_maincharacters_actors

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function 
scr_maincharacters_actors
scr_maincharacters_actors

function
scr_maincharacters_actors()
{ if (i_ex(obj_plat_player)) { scr_maincharacters_actors_plat(); exit; } 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 (i_ex(obj_plat_player))
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    {
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        scr_maincharacters_actors_plat();
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        exit;
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    }
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    actor_count = 0;
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    kr = 0;
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    kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
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scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0; if (object_index != obj_plat_npc)
scr_set_facing_sprites(arg2);
} }
(kr, kr_actor, "kris");
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    kr_actor.sprite_index = obj_mainchara.sprite_index;
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    kr_actor.depth = obj_mainchara.depth;
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    with (obj_mainchara)
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        visible = 0;
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    for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++)
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    {
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        if (i_ex(global.cinstance[__jj]))
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        {
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            if (global.cinstance[__jj].name == "susie")
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            {
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                actor_count++;
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                su = __jj + 1;
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                su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
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scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0; if (object_index != obj_plat_npc)
scr_set_facing_sprites(arg2);
} }
(su, su_actor, "susie");
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                su_actor.sprite_index = global.cinstance[__jj].sprite_index;
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                su_actor.depth = global.cinstance[__jj].depth;
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                with (global.cinstance[__jj])
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                    visible = 0;
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            }
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            if (global.cinstance[__jj].name == "ralsei")
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            {
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                actor_count++;
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                ra = __jj + 1;
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                ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
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scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0; if (object_index != obj_plat_npc)
scr_set_facing_sprites(arg2);
} }
(ra, ra_actor, "ralsei");
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                ra_actor.sprite_index = global.cinstance[__jj].sprite_index;
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                ra_actor.depth = global.cinstance[__jj].depth;
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                with (global.cinstance[__jj])
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                    visible = 0;
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            }
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            if (global.cinstance[__jj].name == "noelle")
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            {
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                actor_count++;
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                no = __jj + 1;
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                no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
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scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0; if (object_index != obj_plat_npc)
scr_set_facing_sprites(arg2);
} }
(no, no_actor, "noelle");
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                no_actor.sprite_index = global.cinstance[__jj].sprite_index;
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                no_actor.depth = global.cinstance[__jj].depth;
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                with (global.cinstance[__jj])
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                    visible = 0;
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            }
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        }
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    }
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}