1 |
if (con > -1) |
2 |
{ |
3 |
if (i_ex(snowy)) |
4 |
{ |
5 |
with (snowy) |
6 |
scr_depth(); |
7 |
} |
8 |
if (i_ex(monsterkid)) |
9 |
{ |
10 |
with (monsterkid) |
11 |
scr_depth(); |
12 |
} |
13 |
} |
14 |
if (obj_mainchara.y >= 1130 && (obj_mainchara.x > 80 && obj_mainchara.x < 230) && con == -1) |
15 |
{ |
16 |
con = 1; |
17 |
global.interact = 1; |
18 |
snowy.visible = 0; |
19 |
monsterkid.visible = 0; |
20 |
cutscene_master = scr_cutscene_makescr_cutscene_makefunction scr_cutscene_make()
{
_cutscene_master = instance_create(0, 0, obj_cutscene_master);
_cutscene_master.master_object = id;
return _cutscene_master;
} (); |
21 |
scr_maincharacters_actorsscr_maincharacters_actorsfunction 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;
}
}
}
} (); |
22 |
susiegox = (obj_mainchara.x > (room_width / 2)) ? (obj_mainchara.x - 30) : (obj_mainchara.x + 30); |
23 |
c_sel(kr); |
24 |
var facing = (obj_mainchara.x > (room_width / 2)) ? "l" : "r"; |
25 |
c_facing(facing); |
26 |
sux = su_actor.x; |
27 |
suy = su_actor.y; |
28 |
c_sel(su); |
29 |
c_facing(facing); |
30 |
sn = 2; |
31 |
sn_actor = instance_create(135, 1130, obj_actor); |
32 |
scr_actor_setupscr_actor_setupfunction 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;
scr_set_facing_sprites(arg2);
}
} (sn, sn_actor, "snowy"); |
33 |
sn_actor.sprite_index = spr_snowy_ut; |
34 |
c_sel(sn); |
35 |
c_autowalk(0); |
36 |
c_halt(); |
37 |
mk = 3; |
38 |
mk_actor = instance_create(170, 1130, obj_actor); |
39 |
scr_actor_setupscr_actor_setupfunction 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;
scr_set_facing_sprites(arg2);
}
} (mk, mk_actor, "monster_kid"); |
40 |
mk_actor.sprite_index = spr_mkid_ut; |
41 |
c_sel(mk); |
42 |
c_autowalk(0); |
43 |
c_halt(); |
44 |
} |
45 |
if (con == 1) |
46 |
{ |
47 |
con = 2; |
48 |
c_sel(mk); |
49 |
c_imagespeed(0.25); |
50 |
c_speaker("no_name"); |
51 |
c_msgsetloc(0, * You think it's true? You really think there's....Wait for inputClose Message"* You think it's true? You really think there's..../%", "obj_ch2_room_town_shelter_slash_Step_0_gml_61_0" ); |
52 |
c_talk_wait(); |
53 |
c_imagespeed(0); |
54 |
c_sel(sn); |
55 |
c_imagespeed(0.25); |
56 |
c_speaker("no_name"); |
57 |
c_msgsetloc(0, * What,Delay 11 you chicken? Haha,Delay 11 you gotta beak and wings? Like a chicken?Wait for inputClose Message"* What^1, you chicken? Haha^1, you gotta beak and wings? Like a chicken?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_68_0" ); |
58 |
c_talk_wait(); |
59 |
c_imagespeed(0); |
60 |
c_sel(mk); |
61 |
c_imagespeed(0.25); |
62 |
c_speaker("no_name"); |
63 |
c_msgsetloc(0, * ...Delay 11 no...Delay 11 just...Wait for inputClose Message"* ..^1. no..^1. just.../%", "obj_ch2_room_town_shelter_slash_Step_0_gml_75_0" ); |
64 |
c_talk_wait(); |
65 |
c_imagespeed(0); |
66 |
c_sel(sn); |
67 |
c_imagespeed(0.25); |
68 |
c_speaker("no_name"); |
69 |
c_msgsetloc(0, * I ain't afraid!Delay 11 Only kids believe that stuff!Wait for inputClose Message"* I ain't afraid^1! Only kids believe that stuff!/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_82_0" ); |
70 |
c_talk_wait(); |
71 |
c_imagespeed(0); |
72 |
c_sel(mk); |
73 |
c_imagespeed(0.25); |
74 |
c_speaker("no_name"); |
75 |
c_msgsetloc(0, * ...Delay 11 b-but Kris...Wait for inputClose Message"* ..^1. b-but Kris.../%", "obj_ch2_room_town_shelter_slash_Step_0_gml_89_0" ); |
76 |
c_talk_wait(); |
77 |
c_imagespeed(0); |
78 |
c_sel(sn); |
79 |
c_imagespeed(0.25); |
80 |
c_speaker("no_name"); |
81 |
c_msgsetloc(0, * You gonna be a weenie like Kris!?Wait for inputClose Message"* You gonna be a weenie like Kris!?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_96_0" ); |
82 |
c_talk_wait(); |
83 |
c_imagespeed(0); |
84 |
c_sel(su); |
85 |
c_facing("susieunhappy"); |
86 |
if (sux < 160) |
87 |
{ |
88 |
if (sux > 50 && suy < 1116) |
89 |
{ |
90 |
c_walkdirect_wait(33, suy, 16); |
91 |
sux = 33; |
92 |
} |
93 |
} |
94 |
else if (sux < 260 && suy < 1116) |
95 |
{ |
96 |
c_walkdirect_wait(265, suy, 16); |
97 |
sux = 265; |
98 |
} |
99 |
if (suy < 1148) |
100 |
c_walkdirect_wait(sux, 1152, 16); |
101 |
c_walkdirect_wait(152, 1152, 45); |
102 |
c_walkdirect_wait(152, 1148, 25); |
103 |
c_facing("u"); |
104 |
c_wait(30); |
105 |
c_speaker("susie"); |
106 |
c_msgsetloc(0, Face V* You wanna say that again?Wait for inputClose Message"\\EV* You wanna say that again?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_109_0" ); |
107 |
c_talk_wait(); |
108 |
c_sel(sn); |
109 |
c_sprite(spr_snowy_dt_shock); |
110 |
c_shakeobj(); |
111 |
c_sel(mk); |
112 |
c_sprite(spr_mkid_dt_shock); |
113 |
c_shakeobj(); |
114 |
c_wait(60); |
115 |
c_sel(sn); |
116 |
c_imagespeed(0.25); |
117 |
c_speaker("no_name"); |
118 |
c_msgsetloc(0, * Susie. Didn't see ya there.Wait for inputClose Message"* Susie. Didn't see ya there./%", "obj_ch2_room_town_shelter_slash_Step_0_gml_126_0" ); |
119 |
c_talk_wait(); |
120 |
c_imagespeed(0); |
121 |
c_sel(su); |
122 |
c_autowalk(0); |
123 |
c_imageindex(1); |
124 |
c_walk_wait("u", 0.25, 25); |
125 |
c_imageindex(0); |
126 |
c_speaker("susie"); |
127 |
c_msgsetloc(0, Face W* Wow,Delay 11 really something SCARY in there,Delay 11 huh?Wait for inputClose Message"\\EW* Wow^1, really something SCARY in there^1, huh?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_138_0" ); |
128 |
c_talk_wait(); |
129 |
c_sel(sn); |
130 |
c_imagespeed(0.25); |
131 |
c_speaker("no_name"); |
132 |
c_msgsetloc(0, * Uhh--Wait for inputClose Message"* Uhh--/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_145_0" ); |
133 |
c_talk_wait(); |
134 |
c_imagespeed(0); |
135 |
c_sel(su); |
136 |
c_autowalk(0); |
137 |
c_imageindex(3); |
138 |
c_walk_wait("u", 0.25, 25); |
139 |
c_imageindex(2); |
140 |
c_speaker("susie"); |
141 |
c_msgsetloc(0, Face W* Sounds to me like you'd better worry...Wait for inputClose Message"\\EW* Sounds to me like you'd better worry.../%", "obj_ch2_room_town_shelter_slash_Step_0_gml_157_0" ); |
142 |
c_talk_wait(); |
143 |
c_autowalk(0); |
144 |
c_imageindex(1); |
145 |
c_walk_wait("u", 0.25, 25); |
146 |
c_imageindex(0); |
147 |
c_sel(sn); |
148 |
c_autowalk(0); |
149 |
c_walk("l", 6, 6); |
150 |
c_sel(mk); |
151 |
c_autowalk(0); |
152 |
c_walk("r", 4, 6); |
153 |
c_sel(su); |
154 |
c_autowalk(0); |
155 |
c_sprite(spr_susie_kick_up); |
156 |
c_imagespeed(0.3); |
157 |
c_wait(10); |
158 |
c_soundplay(snd_locker); |
159 |
c_shake(); |
160 |
c_wait(5); |
161 |
c_imageindex(4); |
162 |
c_imagespeed(0); |
163 |
c_speaker("susie"); |
164 |
c_msgsetloc(0, Face X* About what's OUT HERE,Delay 11 first.Wait for inputClose Message"\\EX* About what's OUT HERE^1, first./%", "obj_ch2_room_town_shelter_slash_Step_0_gml_188_0" ); |
165 |
c_talk_wait(); |
166 |
c_speaker("no_name"); |
167 |
c_msgsetloc(0, * AHHHHHHHHHHH!!!!!!!!Wait for inputClose Message"* AHHHHHHHHHHH!!!!!!!!/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_192_0" ); |
168 |
c_talk(); |
169 |
c_waitcustom(); |
170 |
} |
171 |
if (con == 2 && customcon == 1) |
172 |
{ |
173 |
con = 5; |
174 |
with (sn_actor) |
175 |
path_start(path_snowy, 8, path_action_stop, 0); |
176 |
with (mk_actor) |
177 |
path_start(path_monsterkid, 8, path_action_stop, 0); |
178 |
} |
179 |
if (con == 5) |
180 |
{ |
181 |
if (i_ex(sn_actor)) |
182 |
{ |
183 |
with (sn_actor) |
184 |
{ |
185 |
if (direction >= 136 && direction <= 225) |
186 |
sprite_index = spr_snowy_ut_l; |
187 |
if (direction >= 46 && direction <= 135) |
188 |
sprite_index = spr_snowy_ut; |
189 |
if (direction >= 306 || direction <= 45) |
190 |
sprite_index = spr_snowy_ut_r; |
191 |
if (y <= (cameray() - 20)) |
192 |
instance_destroy(); |
193 |
} |
194 |
} |
195 |
if (i_ex(mk_actor)) |
196 |
{ |
197 |
with (mk_actor) |
198 |
{ |
199 |
if (direction >= 136 && direction <= 225) |
200 |
sprite_index = spr_mkid_ut_l; |
201 |
if (direction >= 46 && direction <= 135) |
202 |
sprite_index = spr_mkid_ut; |
203 |
if (direction >= 306 || direction <= 45) |
204 |
sprite_index = spr_mkid_ut_r; |
205 |
if (y <= (cameray() - 20)) |
206 |
instance_destroy(); |
207 |
} |
208 |
} |
209 |
if (!i_ex(sn_actor) && !i_ex(mk_actor) && !d_ex()) |
210 |
{ |
211 |
con = 6; |
212 |
customcon = 0; |
213 |
c_waitcustom_end(); |
214 |
} |
215 |
} |
216 |
if (con == 6) |
217 |
{ |
218 |
con = 50; |
219 |
c_wait(30); |
220 |
c_autowalk(1); |
221 |
c_facing("susieunhappy"); |
222 |
c_facing("d"); |
223 |
c_speaker("susie"); |
224 |
c_msgsetloc(0, Face V* ...Wait for input"\\EV* .../", "obj_ch2_room_town_shelter_slash_Step_0_gml_278_0" ); |
225 |
c_msgnextloc(Face 1* You OK,Delay 11 Kris?Wait for inputClose Message"\\E1* You OK^1, Kris?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_279_0" ); |
226 |
c_talk_wait(); |
227 |
c_facing("u"); |
228 |
c_speaker("susie"); |
229 |
c_msgsetloc(0, Face 0* ...What's...the deal with this place?Wait for inputClose Message"\\E0* ...What's...the deal with this place?/%", "obj_ch2_room_town_shelter_slash_Step_0_gml_284_0" ); |
230 |
c_talk_wait(); |
231 |
c_wait(60); |
232 |
c_facing("l"); |
233 |
c_speaker("susie"); |
234 |
c_msgsetloc(0, Face 2* Well,Delay 11 you don't gotta talk about it.Wait for inputClose Message"\\E2* Well^1, you don't gotta talk about it./%", "obj_ch2_room_town_shelter_slash_Step_0_gml_293_0" ); |
235 |
c_talk_wait(); |
236 |
c_walkdirect_wait(susiegox, obj_mainchara.y - 6, 30); |
237 |
c_actortokris(); |
238 |
c_actortocaterpillar(); |
239 |
c_terminatekillactors(); |
240 |
} |
241 |
if (con == 50 && !i_ex(obj_cutscene_master)) |
242 |
{ |
243 |
global.interact = 0; |
244 |
global.facing = 0; |
245 |
global.flag[315 seen_shelter_scene] = 1; |
246 |
con = 0; |
247 |
} |