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gml_Object_obj_kk_enemy_Step_0

(view raw script w/o annotations or w/e)
1
if (global.monstercomment[myself] == 
(Tired)
stringsetloc("(Tired)", "obj_kk_enemy_slash_Step_0_gml_3_0")
)
2
{
3
    global.monstercomment[myself] = " "
4
    global.monsterstatus[myself] = 0
5
}
6
if (global.monster[myself] == 1)
7
{
8
    if (scr_isphase
scr_isphase

function scr_isphase(argument0) //gml_Script_scr_isphase { __isphase = 0 if (argument0 == "menu" && global.myfight == 0) __isphase = 1 if (argument0 == "acting" && global.myfight == 3) __isphase = 1 if (argument0 == "victory" && global.myfight == 7) __isphase = 1 if (argument0 == "attack" || argument0 == "fight") { if (global.myfight == 1) __isphase = 1 } if (argument0 == "spell" || argument0 == "item") { if (global.myfight == 4) __isphase = 1 } if (argument0 == "enemytalk" || argument0 == "balloon") { if (global.mnfight == 1) __isphase = 1 } if (argument0 == "enemyattack" || argument0 == "bullets") { if (global.mnfight == 2) __isphase = 1 } return __isphase; }
("enemytalk") && talked == 0)
9
    {
10
        scr_randomtarget
scr_randomtarget

function scr_randomtarget() //gml_Script_scr_randomtarget { abletotarget = 1 if (global.charcantarget[0] == 0 && global.charcantarget[1] == 0 && global.charcantarget[2] == 0) abletotarget = 0 mytarget = choose(0, 1, 2) if (abletotarget == 1) { while (global.charcantarget[mytarget] == 0) mytarget = choose(0, 1, 2) } else mytarget = 3 global.targeted[mytarget] = 1 if (global.chapter >= 2 && mytarget != 3) { if global.charcantarget[0] global.targeted[0] = 1 if global.charcantarget[1] global.targeted[1] = 1 if global.charcantarget[2] global.targeted[2] = 1 mytarget = 4 } }
()
11
        if (!instance_exists(obj_darkener))
12
            instance_create(0, 0, obj_darkener)
13
        postattackscene = 0
14
        heal = 0
15
        groove = 0
16
        global.typer = 50
17
        var a = 0
18
        if (instance_exists(obj_sweet_enemy) && global.monsterhp[obj_sweet_enemy.myself] < global.monstermaxhp[obj_sweet_enemy.myself])
19
            a = 1
20
        if (instance_exists(obj_hatguy_enemy) && global.monsterhp[obj_hatguy_enemy.myself] < global.monstermaxhp[obj_hatguy_enemy.myself])
21
            a = 1
22
        rr = choose(0, 1, 2, 3)
23
        if (dancing == 1)
24
            
Dance! Dance!
Everybody dance!
msgsetloc(0, "Dance! Dance!&Everybody dance!", "obj_kk_enemy_slash_Step_0_gml_35_0")
25
        else
26
        {
27
            if (rr == 0)
28
                
I like this song.
msgsetloc(0, "I like this song.", "obj_kk_enemy_slash_Step_0_gml_38_0")
29
            if (rr == 1)
30
                
Can we dance?
msgsetloc(0, "Can we dance?", "obj_kk_enemy_slash_Step_0_gml_39_0")
31
            if (rr == 2)
32
                
Ring-a-ding-dong.
msgsetloc(0, "Ring-a-ding-dong.", "obj_kk_enemy_slash_Step_0_gml_40_0")
33
            if (rr == 3 && a == 0)
34
                
Are we having fun?
msgsetloc(0, "Are we having fun?", "obj_kk_enemy_slash_Step_0_gml_41_0")
35
            if (rr == 3 && a == 1)
36
                
Does anyone want
this milk I found?
msgsetloc(0, "Does anyone want&this milk I found?", "obj_kk_enemy_slash_Step_0_gml_42_0")
37
        }
38
        scr_enemyblcon
scr_enemyblcon

function scr_enemyblcon(argument0, argument1, argument2) //gml_Script_scr_enemyblcon { if (argument2 == 0) { mywriter = instance_create(argument0, argument1, obj_writer) return mywriter; } if (argument2 == 1) { myblcon = instance_create(argument0, argument1, obj_battleblcon) return myblcon; } if (argument2 == 2) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_v return myblcon; } if (argument2 == 3) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_long return myblcon; } if (argument2 == 4) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_clubs myblcon.image_index = 0 myblcon.image_speed = 0 return myblcon; } if (argument2 == 5) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_clubs myblcon.image_index = 1 myblcon.image_speed = 0 return myblcon; } if (argument2 == 6) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_clubs myblcon.image_index = 2 myblcon.image_speed = 0 return myblcon; } if (argument2 == 7) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_long_r myblcon.image_index = 2 myblcon.image_speed = 0 return myblcon; } if (argument2 == 8) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_long_tall return myblcon; } if (argument2 == 10) { myblcon = instance_create(argument0, argument1, obj_battleblcon) myblcon.sprite_index = spr_battleblcon_long myblcon.auto_length = 1 return myblcon; } }
((x - 10), global.monstery[myself], 10)
39
        talked = 1
40
        talktimer = 0
41
    }
42
    if (talked == 1 && scr_isphase
scr_isphase

function scr_isphase(argument0) //gml_Script_scr_isphase { __isphase = 0 if (argument0 == "menu" && global.myfight == 0) __isphase = 1 if (argument0 == "acting" && global.myfight == 3) __isphase = 1 if (argument0 == "victory" && global.myfight == 7) __isphase = 1 if (argument0 == "attack" || argument0 == "fight") { if (global.myfight == 1) __isphase = 1 } if (argument0 == "spell" || argument0 == "item") { if (global.myfight == 4) __isphase = 1 } if (argument0 == "enemytalk" || argument0 == "balloon") { if (global.mnfight == 1) __isphase = 1 } if (argument0 == "enemyattack" || argument0 == "bullets") { if (global.mnfight == 2) __isphase = 1 } return __isphase; }
("enemytalk"))
43
    {
44
        rtimer = 0
45
        scr_blconskip
scr_blconskip

function scr_blconskip(argument0) //gml_Script_scr_blconskip { if (argument0 >= 0) { if (button1_p() && talktimer > argument0) talktimer = talkmax talktimer += 1 if (talktimer >= talkmax) { with (obj_writer) instance_destroy() global.mnfight = 2 } } else if (argument0 == -1) { if (instance_exists(obj_writer) == false) global.mnfight = 2 } else if (argument0 == -2) { talktimer += 1 if (talktimer > 15) talktimer = talkmax if (talktimer >= talkmax) { with (obj_writer) instance_destroy() global.mnfight = 2 } } }
(15)
46
        if scr_isphase
scr_isphase

function scr_isphase(argument0) //gml_Script_scr_isphase { __isphase = 0 if (argument0 == "menu" && global.myfight == 0) __isphase = 1 if (argument0 == "acting" && global.myfight == 3) __isphase = 1 if (argument0 == "victory" && global.myfight == 7) __isphase = 1 if (argument0 == "attack" || argument0 == "fight") { if (global.myfight == 1) __isphase = 1 } if (argument0 == "spell" || argument0 == "item") { if (global.myfight == 4) __isphase = 1 } if (argument0 == "enemytalk" || argument0 == "balloon") { if (global.mnfight == 1) __isphase = 1 } if (argument0 == "enemyattack" || argument0 == "bullets") { if (global.mnfight == 2) __isphase = 1 } return __isphase; }
("bullets")
47
        {
48
            if ((instance_exists(obj_sweet_enemy) && global.monsterhp[obj_sweet_enemy.myself] < 2) || (instance_exists(obj_kk_enemy) && global.monsterhp[obj_kk_enemy.myself] < 2) || (instance_exists(obj_hatguy_enemy) && global.monsterhp[obj_hatguy_enemy.myself] < 2))
49
            {
50
                if (obj_musical_controller.scon == 0)
51
                    obj_musical_controller.scon = 1
52
                with (obj_sweet_enemy)
53
                    heal = 1
54
                with (obj_kk_enemy)
55
                    heal = 1
56
                with (obj_hatguy_enemy)
57
                    heal = 1
58
            }
59
            else
60
            {
61
                if (!instance_exists(obj_growtangle))
62
                    instance_create(((__view_get((0 << 0), 0)) + 320), ((__view_get((1 << 0), 0)) + 206), obj_growtangle)
63
                if (!instance_exists(obj_moveheart))
64
                    scr_moveheart
scr_moveheart

function scr_moveheart() //gml_Script_scr_moveheart { global.inv = 0 if (global.chapter == 2 && instance_exists(obj_gigaqueen_enemy)) return instance_create((o_boxingcontroller.x + 4), (o_boxingcontroller.y - 120), obj_moveheart); else return instance_create((obj_herokris.x + 10), (obj_herokris.y + 40), obj_moveheart); }
()
65
            }
66
        }
67
    }
68
    if (scr_isphase
scr_isphase

function scr_isphase(argument0) //gml_Script_scr_isphase { __isphase = 0 if (argument0 == "menu" && global.myfight == 0) __isphase = 1 if (argument0 == "acting" && global.myfight == 3) __isphase = 1 if (argument0 == "victory" && global.myfight == 7) __isphase = 1 if (argument0 == "attack" || argument0 == "fight") { if (global.myfight == 1) __isphase = 1 } if (argument0 == "spell" || argument0 == "item") { if (global.myfight == 4) __isphase = 1 } if (argument0 == "enemytalk" || argument0 == "balloon") { if (global.mnfight == 1) __isphase = 1 } if (argument0 == "enemyattack" || argument0 == "bullets") { if (global.mnfight == 2) __isphase = 1 } return __isphase; }
("bullets") && attacked == 0)
69
    {
70
        rtimer += 1
71
        if (rtimer == 12)
72
        {
73
            rr = choose(0, 1)
74
            if (heal == 1)
75
            {
76
                if (obj_musical_controller.scon == 0)
77
                    obj_musical_controller.scon = 1
78
            }
79
            else if (!dancing)
80
            {
81
                global.monsterattackname[myself] = "musical bullets"
82
                if (!instance_exists(obj_musicalbullet_controller))
83
                {
84
                    dc = instance_create(x, y, obj_musicalbullet_controller)
85
                    dc.damage = global.monsterat[myself] * 5
86
                    dc.target = mytarget
87
                    boombox = instance_create((obj_growtangle.x - 115), (obj_growtangle.y + 80), obj_musicenemy_boombox)
88
                    boombox.damage = global.monsterat[myself] * 5
89
                    boombox.target = mytarget
90
                    boombox = instance_create((obj_growtangle.x + 115), (obj_growtangle.y + 80), obj_musicenemy_boombox)
91
                    boombox.image_xscale = -1
92
                    boombox.damage = global.monsterat[myself] * 5
93
                    boombox.target = mytarget
94
                    dancer = instance_create((obj_growtangle.x - 60), (obj_growtangle.y - 100), obj_musicenemy_dancer)
95
                    dancer.damage = global.monsterat[myself] * 5
96
                    dancer.target = mytarget
97
                    dancer = instance_create((obj_growtangle.x - 20), (obj_growtangle.y - 100), obj_musicenemy_dancer)
98
                    dancer.damage = global.monsterat[myself] * 5
99
                    dancer.target = mytarget
100
                    dancer = instance_create((obj_growtangle.x + 20), (obj_growtangle.y - 100), obj_musicenemy_dancer)
101
                    dancer.damage = global.monsterat[myself] * 5
102
                    dancer.target = mytarget
103
                }
104
                else
105
                    obj_musicalbullet_controller.enemy_count += 1
106
            }
107
            global.turntimer = 235
108
            turns += 1
109
            global.typer = 6
110
            global.fc = 0
111
            event_user(1)
112
            attacked = 1
113
        }
114
        else
115
            scr_turntimer
scr_turntimer

function scr_turntimer(argument0) //gml_Script_scr_turntimer { if (global.turntimer < argument0) global.turntimer = argument0 }
(120)
116
    }
117
    if ((!instance_exists(obj_sweet_enemy)) && global.mnfight == 2 && global.turntimer <= 1 && postattackscene == 0)
118
    {
119
        with (obj_battlecontroller)
120
            noreturn = 1
121
        with (obj_musical_controller)
122
            event_user(0)
123
        postattackscene = 1
124
    }
125
}
126
if (global.myfight == 3)
127
{
128
    xx = __view_get((0 << 0), 0)
129
    yy = __view_get((1 << 0), 0)
130
    if (acting == 1 && actcon == 0)
131
    {
132
        actcon = 1
133
        
* K_K - The silly one. Looks up to the other two.Wait for inputClose Message
msgsetloc(0, "* K_K - The silly one. Looks up to the other two./%", "obj_kk_enemy_slash_Step_0_gml_151_0")
134
        scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
135
    }
136
    if (acting == 2 && actcon == 0)
137
    {
138
        if instance_exists(obj_sweet_enemy)
139
        {
140
            with (obj_sweet_enemy)
141
                actCounter++
142
        }
143
        danceCounter = 1
144
        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("kris", spr_kris_dance, 0.16, 1)
145
        if (simultotal == 1 || (global.lang == "ja" && obj_sweet_enemy.simultotal_funny == 1))
146
        {
147
            
* You danced!Wait for input
msgsetloc(0, "* You danced!/", "obj_kk_enemy_slash_Step_0_gml_172_0")
148
            
* K_K got lost in the groove!Wait for inputClose Message
msgnextloc("* K_K got lost in the groove!/%", "obj_kk_enemy_slash_Step_0_gml_173_0")
149
            scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
150
            actcon = 4
151
            alarm[4] = 10
152
        }
153
        else
154
        {
155
            dancing = true
156
            if (groove == 0)
157
            {
158
                if (global.lang == "ja")
159
                {
160
                    
* You danced with K_K!Wait for input
msgsetloc(0, "* You danced with K_K!/", "obj_kk_enemy_slash_Step_0_gml_184_0")
161
                    
* K_K got lost in the groove!Wait for inputClose Message
msgnextloc("* K_K got lost in the groove!/%", "obj_kk_enemy_slash_Step_0_gml_185_0")
162
                }
163
                else
164
                    
* You danced with K_K!Wait for inputClose Message
msgsetloc(0, "* You danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_190_0")
165
                groove = 1
166
            }
167
            else
168
                
* You danced with K_K!Wait for inputClose Message
msgsetloc(0, "* You danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_190_0")
169
            if (global.lang == "ja")
170
            {
171
                scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
172
                actcon = 20
173
            }
174
            else
175
            {
176
                scr_simultext
scr_simultext

function scr_simultext(argument0) //gml_Script_scr_simultext { __simulorder = 0 if (argument0 == "kris") __simulorder = simulorderkri if (argument0 == "susie") __simulorder = simulordersus if (argument0 == "ralsei") __simulorder = simulorderral if (argument0 == "noelle") __simulorder = simulordernoe __yoffset = __simulorder * 30 global.typer = 4 battlewriter = instance_create((xx + 30), (yy + 376 + __yoffset), obj_writer) }
("kris")
177
                if (simulorderkri == 0)
178
                    actcon = 20
179
                else
180
                    actcon = 0
181
            }
182
        }
183
    }
184
    if (acting == 3 && actcon == 0)
185
    {
186
        if instance_exists(obj_sweet_enemy)
187
        {
188
            with (obj_sweet_enemy)
189
                actCounter++
190
        }
191
        danceCounter = 2
192
        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("kris", spr_kris_dance, 0.16, 1)
193
        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("ralsei", spr_ralsei_dance, 0.16, 1)
194
        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("susie", spr_susie_dance, 0.16, 1)
195
        
* Everyone danced with K_K! They're totally lost in the groove!Wait for inputClose Message
msgsetloc(0, "* Everyone danced with K_K! They're totally lost in the groove!/%", "obj_kk_enemy_slash_Step_0_gml_221_0")
196
        scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
197
        actcon = 4
198
        alarm[4] = 10
199
    }
200
    if (actcon == 5)
201
    {
202
        dancing = true
203
        actcon = 1
204
    }
205
    if (actingsus == 1 && actconsus == 1)
206
    {
207
        dancing = true
208
        danceCounter = 1
209
        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("susie", spr_susie_dance, 0.16, 1)
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        if (groove == 0)
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        {
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            if (global.lang == "ja")
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            {
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* Susie danced with K_K!Wait for input
msgsetloc(0, "* Susie danced with K_K!/", "obj_kk_enemy_slash_Step_0_gml_248_0")
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* K_K got lost in the groove!Wait for inputClose Message
msgnextloc("* K_K got lost in the groove!/%", "obj_kk_enemy_slash_Step_0_gml_249_0")
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            }
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            else
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* Susie danced with K_K!Wait for inputClose Message
msgsetloc(0, "* Susie danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_254_0")
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            groove = 1
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        }
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        else
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* Susie danced with K_K!Wait for inputClose Message
msgsetloc(0, "* Susie danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_254_0")
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        if (global.lang == "ja")
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        {
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            scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
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            actconsus = 20
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        }
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        else
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        {
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            scr_simultext
scr_simultext

function scr_simultext(argument0) //gml_Script_scr_simultext { __simulorder = 0 if (argument0 == "kris") __simulorder = simulorderkri if (argument0 == "susie") __simulorder = simulordersus if (argument0 == "ralsei") __simulorder = simulorderral if (argument0 == "noelle") __simulorder = simulordernoe __yoffset = __simulorder * 30 global.typer = 4 battlewriter = instance_create((xx + 30), (yy + 376 + __yoffset), obj_writer) }
("susie")
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            if (simulordersus == 0)
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                actconsus = 20
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            else
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                actconsus = 0
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        }
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    }
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    if (actingral == 1 && actconral == 1)
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    {
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        dancing = true
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        danceCounter = 1
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        scr_act_charsprite
scr_act_charsprite

function scr_act_charsprite(argument0, argument1, argument2, argument3) //gml_Script_scr_act_charsprite { _charactor = argument0 _charinstance = obj_herokris if (_charactor == "noelle") { _charinstance = obj_heronoelle _charnum = 4 } if (_charactor == "ralsei") { _charinstance = obj_heroralsei _charnum = 3 } if (_charactor == "susie") { _charinstance = obj_herosusie _charnum = 2 } if (_charactor == "kris") { _charinstance = obj_herokris _charnum = 1 } __returnvalue = _charactsprite[_charnum] if i_ex(_charinstance) { with (_charinstance) { image_alpha = 0 state = 0 global.faceaction[myself] = 0 } _charactsprite[_charnum] = scr_dark_marker(_charinstance.x, _charinstance.y, argument1) with (_charactsprite[_charnum]) { depth = 20 - (__view_get((1 << 0), 0)) / 40 scr_oflash() if (argument2 > 0 && argument3 == 0) scr_animate(0, 0, argument2) if (argument2 > 0 && argument3 == 1) image_speed = argument2 a = scr_afterimage() a.hspeed = 2.5 a.depth = depth + 1 b = scr_afterimage() b.image_alpha = 0.6 b.hspeed = 5 b.depth = depth + 2 } __returnvalue = _charactsprite[_charnum] } return __returnvalue; }
("ralsei", spr_ralsei_dance, 0.16, 1)
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        if (groove == 0)
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        {
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            if (global.lang == "ja")
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            {
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* Ralsei danced with K_K!Wait for input
msgsetloc(0, "* Ralsei danced with K_K!/", "obj_kk_enemy_slash_Step_0_gml_287_0")
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* K_K got lost in the groove!Wait for inputClose Message
msgnextloc("* K_K got lost in the groove!/%", "obj_kk_enemy_slash_Step_0_gml_288_0")
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            }
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            else
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* Ralsei danced with K_K!Wait for inputClose Message
msgsetloc(0, "* Ralsei danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_293_0")
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            groove = 1
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        }
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        else
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* Ralsei danced with K_K!Wait for inputClose Message
msgsetloc(0, "* Ralsei danced with K_K!/%", "obj_kk_enemy_slash_Step_0_gml_293_0")
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        if (global.lang == "ja")
256
        {
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            scr_battletext_default
scr_battletext_default

function scr_battletext_default() //gml_Script_scr_battletext_default { global.fc = 0 global.typer = 4 scr_battletext() return battlewriter; }
()
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            actconral = 20
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        }
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        else
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        {
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            scr_simultext
scr_simultext

function scr_simultext(argument0) //gml_Script_scr_simultext { __simulorder = 0 if (argument0 == "kris") __simulorder = simulorderkri if (argument0 == "susie") __simulorder = simulordersus if (argument0 == "ralsei") __simulorder = simulorderral if (argument0 == "noelle") __simulorder = simulordernoe __yoffset = __simulorder * 30 global.typer = 4 battlewriter = instance_create((xx + 30), (yy + 376 + __yoffset), obj_writer) }
("ralsei")
263
            if (simulorderral == 0)
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                actconral = 20
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            else
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                actconral = 0
267
        }
268
    }
269
    if (actcon == 1 && (!instance_exists(obj_writer)))
270
    {
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        if (obj_sweet_enemy.dancing == true && obj_kk_enemy.dancing == true && obj_hatguy_enemy.dancing == true && obj_sweet_enemy.endcon == 0)
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            obj_sweet_enemy.endcon = 1
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        else if (obj_sweet_enemy.endcon == 0)
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        {
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            actcon = 0
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            acting = 0
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            with (obj_marker)
278
            {
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                if (sprite_index == spr_kris_dance || sprite_index == spr_susie_dance || sprite_index == spr_ralsei_dance)
280
                {
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                    instance_destroy()
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                    with (obj_heroparent)
283
                    {
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                        if (image_alpha == 0)
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                        {
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                            image_alpha = 1
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                            acttimer = 0
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                            state = 0
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                            global.faceaction[myself] = 0
290
                        }
291
                    }
292
                }
293
            }
294
            scr_nextact
scr_nextact

function scr_nextact() //gml_Script_scr_nextact { global.acting[0] = 0 global.acting[1] = 0 global.acting[2] = 0 global.actingsingle[global.currentactingchar] = 0 __minstance = global.monsterinstance[global.actingtarget[global.currentactingchar]] with (__minstance) { acting = 0 actcon = 0 actconsus = 0 actconral = 0 actconnoe = 0 } var singleactcomplete = 0 while (global.currentactingchar < 3) { global.currentactingchar++ if (global.currentactingchar < 3) { if (global.actingsingle[global.currentactingchar] == 1) { __minstance = global.monsterinstance[global.actingtarget[global.currentactingchar]] if (global.char[global.currentactingchar] == 2) { with (__minstance) actconsus = 1 if (global.actingsimul[global.currentactingchar] == 0) singleactcomplete = 1 break } else if (global.char[global.currentactingchar] == 3) { with (__minstance) actconral = 1 if (global.actingsimul[global.currentactingchar] == 0) singleactcomplete = 1 break } else if (global.char[global.currentactingchar] == 4) { with (__minstance) actconnoe = 1 if (global.actingsimul[global.currentactingchar] == 0) singleactcomplete = 1 break } else continue } else continue } else continue } if (global.currentactingchar >= 3) { with (obj_monsterparent) { acting = 0 actingsus = 0 actingral = 0 actingnoe = 0 } global.currentactingchar = 0 scr_attackphase() } else if (!singleactcomplete) scr_act_simul() }
()
295
        }
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    }
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    if (actcon == 20 || actconsus == 20 || actconral == 20)
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    {
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        if scr_terminate_writer
scr_terminate_writer

function scr_terminate_writer() //gml_Script_scr_terminate_writer { __writerkilled = 0 __writerkillable = 0 __writerended = 0 if instance_exists(obj_writer) { obj_writer.__endcheckid = id with (obj_writer) { if (reachedend == 1) { with (__endcheckid) __writerended++ } } if (__writerended == instance_number(obj_writer)) __writerkillable = 1 } else __writerkilled = 1 if (button1_p() && __writerkillable == 1) { with (obj_writer) instance_destroy() __writerkilled = 1 } return __writerkilled; }
()
300
        {
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            if (obj_sweet_enemy.dancing == true && obj_kk_enemy.dancing == true && obj_hatguy_enemy.dancing == true && obj_sweet_enemy.endcon == 0)
302
                obj_sweet_enemy.endcon = 1
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            else if (obj_sweet_enemy.endcon == 0)
304
            {
305
                with (obj_marker)
306
                {
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                    if (sprite_index == spr_kris_dance || sprite_index == spr_susie_dance || sprite_index == spr_ralsei_dance)
308
                    {
309
                        instance_destroy()
310
                        with (obj_heroparent)
311
                        {
312
                            if (image_alpha == 0)
313
                            {
314
                                image_alpha = 1
315
                                acttimer = 0
316
                                state = 0
317
                                global.faceaction[myself] = 0
318
                            }
319
                        }
320
                    }
321
                }
322
                actconsus = -1
323
                actconral = -1
324
                actcon = 1
325
            }
326
        }
327
    }
328
}