1 |
var geno_snowdin = false |
2 |
if global.geno_complete[2] |
3 |
geno_snowdin = true |
4 |
if (scr_interactscr_interactfunction scr_interact() //gml_Script_scr_interact
{
if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state)
{
var pl_dir = obj_pl.direction
var pl_x = 0
var pl_y = 0
var check_distance_x = 0
var check_distance_y = 0
switch pl_dir
{
case 0:
pl_x = obj_pl.bbox_right
pl_y = obj_pl.bbox_top + 1
check_distance_x = 20
break
case 180:
pl_x = obj_pl.bbox_left
pl_y = obj_pl.bbox_top + 1
check_distance_x = -20
break
case 90:
pl_x = obj_pl.x
pl_y = obj_pl.bbox_top
check_distance_y = -20
break
case 270:
pl_x = obj_pl.x
pl_y = obj_pl.bbox_bottom
check_distance_y = 20
break
}
if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false)
return true;
}
} () && keyboard_multicheck_pressed(0)) |
5 |
{ |
6 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
7 |
is_talking = true |
8 |
waiter = 1 |
9 |
} |
10 |
if (waiter == 1) |
11 |
{ |
12 |
with (msg) |
13 |
{ |
14 |
portrait = false |
15 |
sndfnt = 99 |
16 |
if (global.route == 3 && geno_snowdin == false) |
17 |
{ |
18 |
message[0] = "* The atmosphere seems colder# than expected around here." |
19 |
message[1] = "* Maybe this trip wasn't a good# idea..." |
20 |
} |
21 |
else |
22 |
{ |
23 |
switch global.snowdin_flag[1] |
24 |
{ |
25 |
case 0: |
26 |
message[0] = "* Hello friend!" |
27 |
message[1] = "* My husband and I have been# exploring the Underground." |
28 |
message[2] = "* Many secrets lie throughout# these lands." |
29 |
message[3] = "* It makes for a great and exotic# honeymoon." |
30 |
message[4] = "* ..." |
31 |
message[5] = "* Unfortunately, we're a bit lost# at the moment." |
32 |
message[6] = "* He says he knows where we are,# but I think he's just# embarrassed." |
33 |
message[7] = "* Any idea where we could# get a map?" |
34 |
global.snowdin_flag[1] = 1 |
35 |
other.waiter = 0 |
36 |
break |
37 |
case 1: |
38 |
if scr_item_exists_checkscr_item_exists_checkfunction scr_item_exists_check(argument0) //gml_Script_scr_item_exists_check
{
var i = 1
while (i <= 8)
{
if (global.item_slot[i] == argument0)
return true;
else
{
if (i == 8)
return false;
i += 1
continue
}
}
} ("Snowdin Map") |
39 |
{ |
40 |
if (message_current == 0 || message_current == 10) |
41 |
other.is_talking = false |
42 |
if (message_current == 1) |
43 |
other.is_talking = true |
44 |
if (message_current == 10) |
45 |
{ |
46 |
scr_item_removescr_item_removefunction scr_item_remove(argument0) //gml_Script_scr_item_remove
{
i = 1
while (i <= 8)
{
if (global.item_slot[i] == argument0)
{
while (i < 8)
{
global.item_slot[i] = global.item_slot[(i + 1)]
i += 1
}
global.item_slot[8] = "Nothing"
return true;
}
else
{
if (i == 8)
return false;
i += 1
continue
}
}
} ("Snowdin Map") |
47 |
scr_itemscr_itemfunction scr_item(argument0) //gml_Script_scr_item
{
nm = argument0
var i = 1
while (i <= 8)
{
if (global.item_slot[i] == "Nothing")
{
global.item_slot[i] = nm
return true;
}
else
{
if (i == 8)
return false;
i++
continue
}
}
} ("Matches") |
48 |
global.snowdin_flag[1] = 2 |
49 |
other.is_talking = false |
50 |
other.waiter = 0 |
51 |
} |
52 |
message[0] = "* (You take out the map.)" |
53 |
message[1] = "* A map? Splendid! " |
54 |
message[2] = "* Did you make this just# for us?" |
55 |
message[3] = "* I wish I had something# as heartfelt to give# in return..." |
56 |
message[4] = "* Would you like some# extra matches?" |
57 |
message[5] = "* I've been holding onto them in# case we needed a fire." |
58 |
message[6] = "* We won't need one anymore." |
59 |
message[7] = "* Our love will keep us warm!" |
60 |
message[8] = "* Sorry, that's a little# cliche, isn't it." |
61 |
message[9] = "* Well, I wish you the best.# Don't use all those# matches in one place. " |
62 |
message[10] = "* (Received some Matches!)" |
63 |
} |
64 |
else |
65 |
{ |
66 |
message[0] = "* Next stop on our trip is# supposed to be Waterfall." |
67 |
message[1] = "* I hear there are glittering# stones in the ceiling." |
68 |
message[2] = "* It should be breath-taking# and romantic." |
69 |
message[3] = "* ...If we ever find it, that# is..." |
70 |
} |
71 |
break |
72 |
case 2: |
73 |
message[0] = "* This blocked off cave looks# absolutely stunning." |
74 |
message[1] = "* I hope they clear the# way soon. I can't wait# to get moving again." |
75 |
break |
76 |
} |
77 |
|
78 |
} |
79 |
} |
80 |
} |
81 |
if (instance_exists(obj_dialogue) && is_talking == true) |
82 |
{ |
83 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
84 |
{ |
85 |
image_speed = 0 |
86 |
image_index = 0 |
87 |
} |
88 |
else |
89 |
image_speed = 0.2 |
90 |
} |
91 |
else |
92 |
is_talking = false |
93 |
if ((!global.dialogue_open) && waiter == 1) |
94 |
waiter = 0 |