1 |
curtotal = 0; |
2 |
funbuffer -= 1; |
3 |
for (i = 0; i < tiletotal; i += 1) |
4 |
{ |
5 |
if (tileid[i].stepped == 1) |
6 |
curtotal += 1; |
7 |
} |
8 |
if (curtotal == funtotal && funbuffer < -1) |
9 |
{ |
10 |
if (room == room_field_puzzle1_ch1) |
11 |
{ |
12 |
with (block[wonamt]) |
13 |
instance_destroy(); |
14 |
with (spike1[wonamt]) |
15 |
image_index = 1; |
16 |
with (spike2[wonamt]) |
17 |
image_index = 1; |
18 |
} |
19 |
wonamt += 1; |
20 |
snd_play_ch1(snd_break1_ch1); |
21 |
funbuffer = 7; |
22 |
if (wonamt == wonmax) |
23 |
{ |
24 |
if (room == room_field_puzzle2_ch1) |
25 |
shakecon = 1; |
26 |
if (global.plot < plotamt) |
27 |
global.plot = plotamt; |
28 |
active = 2; |
29 |
sprite_index = spr_hourglass_switch_off_ch1; |
30 |
funbuffer = -1; |
31 |
with (obj_glowtile_ch1) |
32 |
{ |
33 |
active = 0; |
34 |
stepped = 0; |
35 |
stepbuffer = -1; |
36 |
sprite_index = spr_glowtile_off_ch1; |
37 |
} |
38 |
} |
39 |
} |
40 |
if (funbuffer == 4) |
41 |
{ |
42 |
with (obj_glowtile_ch1) |
43 |
{ |
44 |
active = 0; |
45 |
stepped = 0; |
46 |
stepbuffer = -1; |
47 |
sprite_index = spr_glowtile_off_ch1; |
48 |
} |
49 |
} |
50 |
if (funbuffer == 1) |
51 |
event_user(2); |
52 |
if (stepnoise == 1) |
53 |
{ |
54 |
snd_play_ch1(snd_step1_ch1); |
55 |
stepnoise = 0; |
56 |
} |
57 |
if (active == 1) |
58 |
{ |
59 |
failtimer += 1; |
60 |
image_index = failtimer / (failmax / 8); |
61 |
if (failtimer >= failmax) |
62 |
{ |
63 |
active = 0; |
64 |
sprite_index = spr_hourglass_switch_off_ch1; |
65 |
snd_play_ch1(snd_noise_ch1); |
66 |
failamt += 1; |
67 |
if (failamt >= 3 && talked == 0 && global.interact == 0 && obj_darkcontroller_ch1.atalk == 0 && room == room_field_puzzle1_ch1) |
68 |
{ |
69 |
talked = 1; |
70 |
global.interact = 1; |
71 |
global.fc = 2; |
72 |
global.typer = 31; |
73 |
global.fe = 1; |
74 |
global.msg[0] = * Kris,Delay 11 um,Delay 11 you didn't forget,Delay 11 did you...?Wait for input ; |
75 |
global.msg[1] = * That you can run by holding + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (5) + ?Wait for inputClose Message ; |
76 |
instance_create_ch1(0, 0, obj_dialoguer_ch1); |
77 |
} |
78 |
if (failamt >= 3 && talked == 0 && global.interact == 0 && room == room_field_puzzle2_ch1) |
79 |
{ |
80 |
talked = 1; |
81 |
global.interact = 1; |
82 |
global.fc = 2; |
83 |
global.typer = 31; |
84 |
global.fe = 1; |
85 |
if (!scr_havechar_ch1scr_havechar_ch1function scr_havechar_ch1(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2)) |
86 |
{ |
87 |
global.msg[0] = * Ummm,Delay 11 Kris,Delay 11 I think we might be missing something.Wait for input ; |
88 |
global.msg[1] = \E8* Maybe we should try going to the next room?Wait for inputClose Message ; |
89 |
} |
90 |
if (scr_havechar_ch1scr_havechar_ch1function scr_havechar_ch1(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2) && obj_darkcontroller_ch1.atalk == 0) |
91 |
{ |
92 |
global.msg[0] = * Hey Kris,Delay 11 if you need help with a puzzle...Wait for input ; |
93 |
global.msg[1] = \E8* Feel free to ask me anytime,Delay 11 OK?Wait for input ; |
94 |
scr_susface_ch1(2, 2); |
95 |
global.msg[3] = * And if you need help from me...Delay 11 * You're screwed.Wait for inputClose Message ; |
96 |
} |
97 |
if (scr_havechar_ch1scr_havechar_ch1function scr_havechar_ch1(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2) && obj_darkcontroller_ch1.atalk == 1) |
98 |
{ |
99 |
global.fc = 1; |
100 |
global.fe = 0; |
101 |
global.typer = 30; |
102 |
global.msg[0] = * Oh my god.Delay 11 * AGAIN?Wait for input ; |
103 |
global.msg[1] = * WHY is Kris the leader of the party again?Wait for input ; |
104 |
scr_ralface_ch1(2, 8); |
105 |
global.msg[3] = * Susie! K-Kris is doing their best to use + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (5) + to RUN!Wait for inputClose Message ; |
106 |
} |
107 |
instance_create_ch1(0, 0, obj_dialoguer_ch1); |
108 |
} |
109 |
with (obj_glowtile_ch1) |
110 |
{ |
111 |
active = 0; |
112 |
stepped = 0; |
113 |
stepbuffer = -1; |
114 |
sprite_index = spr_glowtile_off_ch1; |
115 |
} |
116 |
} |
117 |
} |
118 |
if (talked == 1 && d_ex_ch1() == 0) |
119 |
{ |
120 |
talked = 2; |
121 |
global.interact = 0; |
122 |
} |
123 |
if (shakecon == 1 && global.interact == 0) |
124 |
{ |
125 |
global.interact = 1; |
126 |
snd_play_ch1(snd_locker_ch1); |
127 |
instance_create_ch1(0, 0, obj_shake_ch1); |
128 |
shakecon = 2; |
129 |
} |
130 |
if (shakecon == 2 && !instance_exists(obj_shake_ch1)) |
131 |
{ |
132 |
global.fc = 0; |
133 |
global.typer = 6; |
134 |
global.msg[0] = * (Sounded like a door opened.)Wait for inputClose Message ; |
135 |
instance_create_ch1(0, 0, obj_dialoguer_ch1); |
136 |
shakecon = 3; |
137 |
} |
138 |
if (shakecon == 3 && d_ex_ch1() == 0) |
139 |
{ |
140 |
global.interact = 0; |
141 |
shakecon = 4; |
142 |
} |