1 |
script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0) |
2 |
if (global.route != 3) |
3 |
{ |
4 |
if (keyboard_multicheck_pressed(0) && 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;
}
} () == true && waiter == 0 && (!instance_exists(obj_dialogue))) |
5 |
waiter = 1 |
6 |
if (waiter == 1) |
7 |
{ |
8 |
global.cutscene = true |
9 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
10 |
with (msg) |
11 |
{ |
12 |
if (!instance_exists(obj_dialoguebox_dummy)) |
13 |
instance_create(0, 0, obj_dialoguebox_dummy) |
14 |
portrait = false |
15 |
sndfnt = 99 |
16 |
message[0] = "* (A fine oak chest.)" |
17 |
message[1] = "* (Open it?)" |
18 |
if (outcome == 1 && message_current == 1) |
19 |
obj_dalvsroom_chest.waiter = 2 |
20 |
else if (outcome == 2 && message_current == 1) |
21 |
obj_dalvsroom_chest.waiter = 4 |
22 |
if ((message_current + 1) == 1) |
23 |
{ |
24 |
ch_msg = 1 |
25 |
ch[1] = "Yes" |
26 |
ch[2] = "No" |
27 |
} |
28 |
} |
29 |
} |
30 |
if (waiter == 2 && (!instance_exists(obj_dialogue))) |
31 |
waiter++ |
32 |
if (waiter == 3) |
33 |
{ |
34 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
35 |
with (msg) |
36 |
{ |
37 |
portrait = false |
38 |
sndfnt = 99 |
39 |
if (global.interaction_count_dalvsroom_chest == 0) |
40 |
{ |
41 |
message[0] = "* (Wow! It's lined with high# quality satin!)" |
42 |
global.interaction_count_dalvsroom_chest++ |
43 |
} |
44 |
else |
45 |
{ |
46 |
message[0] = "* (You check again.)" |
47 |
message[1] = "* (It's still a cool chest.)" |
48 |
} |
49 |
with (obj_dalvsroom_chest) |
50 |
waiter++ |
51 |
} |
52 |
} |
53 |
if (waiter == 4 && (!instance_exists(obj_dialogue))) |
54 |
{ |
55 |
with (obj_dialoguebox_dummy) |
56 |
instance_destroy() |
57 |
waiter = 0 |
58 |
global.cutscene = false |
59 |
obj_pl.alarm[0] = 1 |
60 |
} |
61 |
} |
62 |
else |
63 |
{ |
64 |
if (keyboard_multicheck_pressed(0) && 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;
}
} () == true && waiter == 0 && (!instance_exists(obj_dialogue))) |
65 |
waiter = 1 |
66 |
if (waiter == 1) |
67 |
{ |
68 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
69 |
with (msg) |
70 |
{ |
71 |
portrait = false |
72 |
sndfnt = 99 |
73 |
message[0] = "* (A fine oak chest.)" |
74 |
} |
75 |
waiter++ |
76 |
} |
77 |
if (waiter == 2 && (!instance_exists(obj_dialogue))) |
78 |
waiter++ |
79 |
if (waiter == 3) |
80 |
{ |
81 |
waiter = 0 |
82 |
obj_pl.alarm[0] = 1 |
83 |
} |
84 |
} |