1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case -1: |
6 |
if (room == rm_battle) |
7 |
return; |
8 |
cutscene_wait(3) |
9 |
break |
10 |
case 0: |
11 |
instance_create_depth(250, 119, 0, obj_ceroba_npc) |
12 |
obj_ceroba_npc.npc_direction = "up" |
13 |
instance_create_depth(137, 79, 0, obj_chujin_npc) |
14 |
obj_chujin_npc.npc_direction = "down" |
15 |
cutscene_advance() |
16 |
break |
17 |
case 1: |
18 |
draw_alpha = lerp(draw_alpha, 0, 0.1) |
19 |
if (draw_alpha <= 0.01) |
20 |
{ |
21 |
draw_alpha = 0 |
22 |
scene++ |
23 |
} |
24 |
break |
25 |
case 2: |
26 |
cutscene_wait(1) |
27 |
break |
28 |
case 3: |
29 |
obj_ceroba_npc.npc_direction = "left" |
30 |
cutscene_dialogue() |
31 |
with (msg) |
32 |
{ |
33 |
talker[0] = 1161 |
34 |
talker[4] = 92 |
35 |
talker[5] = 1161 |
36 |
talker[6] = 92 |
37 |
talker[10] = 1161 |
38 |
message[0] = "* What would you like to# wear tomorrow, honey?" |
39 |
message[1] = "* Solomon and Crestina# are paying a visit, and# bringing food too." |
40 |
message[2] = "* I'll help you up and we# can all enjoy a picnic# on the front porch." |
41 |
message[3] = "* How's that sound?" |
42 |
message[4] = "* Ceroba." |
43 |
message[5] = "* ...Yes?" |
44 |
message[6] = "* I don't..." |
45 |
message[7] = "* ..." |
46 |
message[8] = "* Heh." |
47 |
message[9] = "* This is all so pitiful." |
48 |
message[10] = "* Hey... don't say that." |
49 |
prt[0] = 398 |
50 |
prt[1] = 372 |
51 |
prt[2] = 372 |
52 |
prt[3] = 398 |
53 |
prt[4] = 2212 |
54 |
prt[5] = 3757 |
55 |
prt[6] = 1544 |
56 |
prt[7] = 2623 |
57 |
prt[8] = 3006 |
58 |
prt[9] = 3006 |
59 |
prt[10] = 3757 |
60 |
} |
61 |
break |
62 |
case 4: |
63 |
cutscene_npc_walk(1161, 186, 119, 3, "x", "left") |
64 |
break |
65 |
case 5: |
66 |
cutscene_npc_action_sprite(1161, 847, 1, true, 0) |
67 |
break |
68 |
case 6: |
69 |
obj_ceroba_npc.left_sprite_idle = 3759 |
70 |
obj_ceroba_npc.action_sprite = false |
71 |
cutscene_advance() |
72 |
break |
73 |
case 7: |
74 |
cutscene_wait(0.75) |
75 |
break |
76 |
case 8: |
77 |
cutscene_dialogue() |
78 |
with (msg) |
79 |
{ |
80 |
talker[0] = 1161 |
81 |
talker[2] = 92 |
82 |
talker[4] = 1161 |
83 |
talker[5] = 92 |
84 |
talker[9] = 1161 |
85 |
talker[13] = 92 |
86 |
talker[16] = 1161 |
87 |
talker[17] = 92 |
88 |
talker[18] = 1161 |
89 |
talker[19] = 92 |
90 |
talker[22] = 1161 |
91 |
talker[23] = 92 |
92 |
talker[26] = 1161 |
93 |
talker[29] = 92 |
94 |
talker[31] = 1161 |
95 |
talker[32] = 92 |
96 |
message[0] = "* We don't need to have# anyone over." |
97 |
message[1] = "* It could just be us." |
98 |
message[2] = "* A picnic sounds lovely." |
99 |
message[3] = "* I want you and Kanako# to have one, surrounded# by your closest friends." |
100 |
message[4] = "* What are you saying?" |
101 |
message[5] = "* I..." |
102 |
message[6] = "* Gosh..." |
103 |
message[7] = "* You know..." |
104 |
message[8] = "* I never was afraid of# it all my life but now# that it's so close..." |
105 |
message[9] = "* No..." |
106 |
message[10] = "* Shut up. Stop it." |
107 |
message[11] = "* Say it like it is or# don't say anything." |
108 |
message[12] = "* I can't do this. Not# now." |
109 |
message[13] = "* I'm sorry." |
110 |
message[14] = "* There's something I# must tell you." |
111 |
message[15] = "* My work... We never# talked about it much,# did we?" |
112 |
message[16] = "* We didn't." |
113 |
message[17] = "* When I built this# house, I installed a# basement." |
114 |
message[18] = "* What...? " |
115 |
message[19] = "* The entrance is under# the kotatsu. Always has# been." |
116 |
message[20] = "* There, I worked towards# a project." |
117 |
message[21] = "* Something much bigger# than myself. Bigger than# all of us." |
118 |
message[22] = "* I don't understand..." |
119 |
message[23] = "* I recorded a message# for you." |
120 |
message[24] = "* When I'm gone, I would# like you to view it." |
121 |
message[25] = "* Will you do that for# me?" |
122 |
message[26] = "* ..." |
123 |
message[27] = "* I will." |
124 |
message[28] = "* I promise you, I will." |
125 |
message[29] = "* ..." |
126 |
message[30] = "* I haven't seen tears# from you since we met at# the crossing." |
127 |
message[31] = "* I save them for the# moments that matter." |
128 |
message[32] = "* I'm glad..." |
129 |
message[33] = "* Because this moment# matters a lot to me." |
130 |
prt[0] = 372 |
131 |
prt[1] = 372 |
132 |
prt[2] = 3002 |
133 |
prt[3] = 3002 |
134 |
prt[4] = 3757 |
135 |
prt[5] = 2623 |
136 |
prt[6] = 3002 |
137 |
prt[7] = 1474 |
138 |
prt[8] = 1474 |
139 |
prt[9] = 609 |
140 |
prt[10] = 609 |
141 |
prt[11] = 609 |
142 |
prt[12] = 3757 |
143 |
prt[13] = 1544 |
144 |
prt[14] = 1474 |
145 |
prt[15] = 3002 |
146 |
prt[16] = 370 |
147 |
prt[17] = 1544 |
148 |
prt[18] = 370 |
149 |
prt[19] = 3002 |
150 |
prt[20] = 1544 |
151 |
prt[21] = 2623 |
152 |
prt[22] = 2987 |
153 |
prt[23] = 1544 |
154 |
prt[24] = 3002 |
155 |
prt[25] = 1474 |
156 |
prt[26] = 2987 |
157 |
prt[27] = 2987 |
158 |
prt[28] = 2987 |
159 |
prt[29] = 379 |
160 |
prt[30] = 3621 |
161 |
prt[31] = 2987 |
162 |
prt[32] = 379 |
163 |
prt[33] = 3002 |
164 |
if (message_current == 2 && other.cutscene_music == snd_ceroba_staff_lock) |
165 |
other.cutscene_music = audio_play_sound(mus_tucked_in, 1, 1) |
166 |
} |
167 |
break |
168 |
case 9: |
169 |
obj_chujin_npc.image_alpha = 0 |
170 |
cutscene_npc_action_sprite(1161, 3625, 1, true, 0) |
171 |
break |
172 |
case 10: |
173 |
cutscene_wait(0.5) |
174 |
break |
175 |
case 11: |
176 |
camera_set_view_speed(view_camera[0], -1, -1) |
177 |
cutscene_camera_move(0, 400, 2) |
178 |
break |
179 |
case 12: |
180 |
if cutscene_wait(1.5) |
181 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out
{
var snd = argument0
var fade_len = argument1
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len)
if instance_exists(obj_audio_fade_helper)
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd
} (cutscene_music, 1000) |
182 |
break |
183 |
case 13: |
184 |
draw_alpha = lerp(draw_alpha, 1, 0.05) |
185 |
if (draw_alpha >= 0.99) |
186 |
{ |
187 |
draw_alpha = 1 |
188 |
scene++ |
189 |
} |
190 |
break |
191 |
case 14: |
192 |
global.hotland_flag[2] = 2 |
193 |
global.battle_enemy_name = "ceroba" |
194 |
global.battling_boss = true |
195 |
global.battle_start = true |
196 |
global.sound_carry_overworld = false |
197 |
scr_battle_savescr_battle_savefunction scr_battle_save() //gml_Script_scr_battle_save
{
if file_exists("tempsave.sav")
file_delete("tempsave.sav")
ini_open("tempsave.sav")
ini_write_real("Save1", "HP", global.current_hp_self)
ini_write_real("Save1", "MAXHP", global.max_hp_self)
ini_write_real("Save1", "PP", global.current_pp_self)
ini_write_real("Save1", "MAXPP", global.max_pp_self)
ini_write_real("Save1", "SP", global.current_sp_self)
ini_write_real("Save1", "MAXSP", global.max_sp_self)
ini_write_real("Save1", "AT - Primary", global.player_attack)
ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack)
ini_write_real("Save1", "DFP", global.player_defense)
ini_write_real("Save1", "DFS", global.player_armor_modifier_defense)
ini_write_real("Save1", "LV", global.player_level)
ini_write_real("Save1", "EXP", global.player_exp)
ini_write_real("Save1", "Gold", global.player_gold)
ini_write_string("Save1", "Armor", global.player_armor)
ini_write_string("Save1", "Ammo", global.player_weapon_modifier)
ini_write_string("Save1", "Weapon", global.player_weapon)
ini_write_string("Save1", "Accessory", global.player_armor_modifier)
ini_write_string("Save1", "rmName", global.saveroom)
ini_write_string("Save1", "playerSprite", global.player_sprites)
ini_write_real("Save1", "ffight", global.fighting_flowey)
if instance_exists(obj_radio)
ini_write_real("Save1", "owms", obj_radio.bgm)
var inv1 = global.item_slot[1]
ini_write_string("Items", "00", global.item_slot[1])
ini_write_string("Items", "01", global.item_slot[2])
ini_write_string("Items", "02", global.item_slot[3])
ini_write_string("Items", "03", global.item_slot[4])
ini_write_string("Items", "04", global.item_slot[5])
ini_write_string("Items", "05", global.item_slot[6])
ini_write_string("Items", "06", global.item_slot[7])
ini_write_string("Items", "07", global.item_slot[8])
if (global.battle_enemy_name == "flowey")
{
ini_write_real("Special", "0", global.flowey_battle_1_phase)
var list_string = ds_list_write(global.flowey_attack_list)
ini_write_string("Special", "1", list_string)
list_string = ds_list_write(global.flowey_stolen_attack_list)
ini_write_string("Special", "2", list_string)
list_string = ds_list_write(global.flowey_room_list)
ini_write_string("Special", "3", list_string)
ini_write_real("Special", "4", global.flowey_attack_number)
}
else if (global.battle_enemy_name == "flowey2")
{
for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++)
ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i])
ini_write_real("petal", "count", obj_flowey_battle_final.petal_count)
}
ini_close()
} () |
198 |
room_goto(rm_battle Battle room) |
199 |
scene++ |
200 |
break |
201 |
case 15: |
202 |
if (room != rm_battle) |
203 |
return; |
204 |
if instance_exists(obj_battle_fade_in_screen) |
205 |
{ |
206 |
instance_destroy(obj_battle_fade_in_screen) |
207 |
instance_create_depth(0, 0, -9999, obj_battle_fade_in_screen_white) |
208 |
} |
209 |
instance_destroy() |
210 |
break |
211 |
} |