1 |
switch scene |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.y <= 320) |
5 |
{ |
6 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
7 |
cutscene_advance() |
8 |
} |
9 |
break |
10 |
case 1: |
11 |
cutscene_npc_walk(1168, 200, 270, 2, "y", "up") |
12 |
scene++ |
13 |
break |
14 |
case 2: |
15 |
cutscene_wait(1.5) |
16 |
break |
17 |
case 3: |
18 |
obj_determination.image_alpha = 0 |
19 |
var flowey = instance_create(obj_determination.x, obj_determination.y, obj_flowey_npc) |
20 |
flowey.image_alpha = 0 |
21 |
scene++ |
22 |
break |
23 |
case 4: |
24 |
obj_flowey_npc.image_alpha = 1 |
25 |
cutscene_npc_action_sprite(3194, 242, 0.2, false) |
26 |
break |
27 |
case 5: |
28 |
cutscene_wait(0.5) |
29 |
break |
30 |
case 6: |
31 |
cutscene_dialogue() |
32 |
with (msg) |
33 |
{ |
34 |
talker[0] = 3194 |
35 |
message[0] = "* Howdy!" |
36 |
prt[0] = 348 |
37 |
} |
38 |
break |
39 |
case 7: |
40 |
cutscene_wait(0.5) |
41 |
break |
42 |
case 8: |
43 |
cutscene_npc_direction(obj_flowey_npc, "up") |
44 |
break |
45 |
case 9: |
46 |
cutscene_wait(1) |
47 |
break |
48 |
case 10: |
49 |
cutscene_camera_move(obj_pl.x, 180, 1) |
50 |
break |
51 |
case 11: |
52 |
cutscene_wait(1) |
53 |
break |
54 |
case 12: |
55 |
cutscene_dialogue() |
56 |
with (msg) |
57 |
{ |
58 |
talker[0] = 3194 |
59 |
message[0] = "* Gee, wouldja look at# that... " |
60 |
message[1] = "* I can almost see the# King's Castle from here!" |
61 |
prt[0] = 348 |
62 |
prt[1] = 348 |
63 |
} |
64 |
break |
65 |
case 13: |
66 |
cutscene_wait(0.5) |
67 |
break |
68 |
case 14: |
69 |
cutscene_npc_direction(obj_flowey_npc, "down") |
70 |
break |
71 |
case 15: |
72 |
if cutscene_dialogue() |
73 |
{ |
74 |
if (global.route == 3) |
75 |
cutscene_advance(22) |
76 |
} |
77 |
with (msg) |
78 |
{ |
79 |
talker[0] = 3194 |
80 |
color = true |
81 |
col_modif[0] = 255 |
82 |
message[0] = "* Heh, ASGORE..." |
83 |
message[1] = "* Monsters shower him# with praise but it's# totally overblown." |
84 |
message[2] = "* See, he's what they# call a 'Boss Monster'." |
85 |
message_col[2][0] = " # 'Boss Monster' " |
86 |
message[3] = "* Means he has special# traits; more power than# others..." |
87 |
message[4] = "* When you take him down,# his SOUL will stay# intact." |
88 |
message[5] = "* But only for a moment# before... BOOM! You win." |
89 |
message[6] = "* I've heard the guy's# immortal too. Can't age# a second!" |
90 |
message[7] = "* At least, not anymore. " |
91 |
message[8] = "* Wild, huh?" |
92 |
prt[0] = 347 |
93 |
prt[1] = 3640 |
94 |
prt[2] = 353 |
95 |
prt[3] = 348 |
96 |
prt[4] = 347 |
97 |
prt[5] = 3251 |
98 |
prt[6] = 348 |
99 |
prt[7] = 353 |
100 |
prt[8] = 348 |
101 |
if (global.route == 3) |
102 |
{ |
103 |
ch_msg = 10 |
104 |
ch[1] = "..." |
105 |
message[4] = "* When you inevitably# kill him, his SOUL will# stay intact." |
106 |
message[5] = "* But only for a moment# before... BOOM! It's# gone forever." |
107 |
message[6] = "* I'll let you in on a# little secret though..." |
108 |
message[7] = "* In that short window of# time, you can reach out# and take his SOUL." |
109 |
message[8] = "* With its power, you'll# be able to cross the# barrier and return home." |
110 |
message[9] = "* Your back turned on the# Underground, your duty# fulfilled." |
111 |
message[10] = "* Doesn't that sound# nice?" |
112 |
message[11] = "* Yes? No?" |
113 |
message[12] = "* Come on, gimme# something! " |
114 |
message[13] = "* ..." |
115 |
message[14] = "* Fine." |
116 |
message[15] = "* You're becoming harder# and harder to read, you# know that? " |
117 |
message[16] = "* A little too “broody”# for my taste too." |
118 |
message[17] = "* Sigh..." |
119 |
message[18] = "* Just keep your eyes on# the Castle, okay?" |
120 |
message[19] = "* Okay." |
121 |
prt[4] = 347 |
122 |
prt[5] = 348 |
123 |
prt[6] = 349 |
124 |
prt[7] = 349 |
125 |
prt[8] = 348 |
126 |
prt[9] = 347 |
127 |
prt[10] = 348 |
128 |
prt[11] = 352 |
129 |
prt[12] = 357 |
130 |
prt[13] = 353 |
131 |
prt[14] = 348 |
132 |
prt[15] = 357 |
133 |
prt[16] = 347 |
134 |
prt[17] = 353 |
135 |
prt[18] = 352 |
136 |
prt[19] = 348 |
137 |
} |
138 |
} |
139 |
break |
140 |
case 16: |
141 |
cutscene_npc_direction(obj_flowey_npc, "up") |
142 |
break |
143 |
case 17: |
144 |
cutscene_wait(0.5) |
145 |
break |
146 |
case 18: |
147 |
cutscene_dialogue() |
148 |
with (msg) |
149 |
{ |
150 |
talker[0] = 3194 |
151 |
message[0] = "* Boss Monsters know how# to cling to life, that's# for sure." |
152 |
prt[0] = 353 |
153 |
} |
154 |
break |
155 |
case 19: |
156 |
cutscene_wait(1) |
157 |
break |
158 |
case 20: |
159 |
cutscene_npc_direction(obj_flowey_npc, "down") |
160 |
break |
161 |
case 21: |
162 |
cutscene_dialogue() |
163 |
with (msg) |
164 |
{ |
165 |
talker[0] = 3194 |
166 |
message[0] = "* Hey, don't let all that# info scare ya!" |
167 |
message[1] = "* Immortal doesn't mean# invincible!" |
168 |
message[2] = "* And still, a human SOUL# is more powerful than a# Boss Monster SOUL." |
169 |
message[3] = "* ASGORE may seem# intimidating but it's# all show." |
170 |
message[4] = "* Deep down, he's afraid# of you. A true pushover." |
171 |
message[5] = "* Anyway, just thought# I'd prepare my pal for# what's to come!" |
172 |
prt[0] = 348 |
173 |
prt[1] = 3251 |
174 |
prt[2] = 348 |
175 |
prt[3] = 348 |
176 |
prt[4] = 349 |
177 |
prt[5] = 348 |
178 |
} |
179 |
break |
180 |
case 22: |
181 |
global.dunes_flag[54] = 1 |
182 |
current_save_number = 1 |
183 |
scr_determine_save_areascr_determine_save_areafunction scr_determine_save_area() //gml_Script_scr_determine_save_area
{
var current_room = room_get_name(room)
switch current_room
{
case "rm_darkruins_03":
current_save_number = 1
global.saveroom = "Dark Ruins - Entrance"
break
case "rm_darkruins_08":
current_save_number = 2
global.saveroom = "Dark Ruins - Atrium"
break
case "rm_darkruins_10":
current_save_number = 3
global.saveroom = "Dark Ruins - Cliff"
break
case "rm_darkruins_12":
current_save_number = 4
global.saveroom = "Dark Ruins - Puzzle"
break
case "rm_darkruins_16":
current_save_number = 5
global.saveroom = "Dark Ruins - Hall"
break
case "rm_snowdin_03_yellow":
current_save_number = 1
global.saveroom = "Snowdin - Delta Rock"
break
case "rm_snowdin_08_yellow":
current_save_number = 2
global.saveroom = "Snowdin - Ruined Shack"
break
case "rm_snowdin_12_yellow":
current_save_number = 3
global.saveroom = "Snowdin - Pathway"
break
case "rm_snowdin_14_yellow":
current_save_number = 4
global.saveroom = "Snowdin - Resort"
break
case "rm_snowdin_20_yellow":
current_save_number = 5
global.saveroom = "Snowdin - Corridor"
break
case "rm_dunes_02":
current_save_number = 1
global.saveroom = "Dunes - Cave"
break
case "rm_dunes_08":
current_save_number = 2
global.saveroom = "Dunes - Tree"
break
case "rm_dunes_14":
current_save_number = 3
global.saveroom = "Mines - Elevator"
break
case "rm_dunes_20":
current_save_number = 4
global.saveroom = "Mines - Minecart"
break
case "rm_dunes_25":
current_save_number = 5
global.saveroom = "Dunes - Mountaintop"
break
case "rm_dunes_28":
current_save_number = 6
global.saveroom = "Dunes - Playground"
break
case "rm_dunes_34":
current_save_number = 7
global.saveroom = "Dunes - Well"
break
case "rm_dunes_37":
current_save_number = 8
global.saveroom = "Wild East - Town"
break
case "rm_dunes_39":
current_save_number = 9
global.saveroom = "Wild East - Outskirts"
break
case "rm_dunes_41":
current_save_number = 10
global.saveroom = "Wild East - Sunnyside"
break
case "rm_steamworks_05":
current_save_number = 11
global.saveroom = "Steamw. - Generator"
break
case "rm_steamworks_09":
current_save_number = 12
global.saveroom = "Steamw. - Raised Path"
break
case "rm_steamworks_15":
current_save_number = 13
global.saveroom = "Steamw. - Lake"
break
case "rm_steamworks_19":
current_save_number = 14
global.saveroom = "Steamw. - Offices"
break
... () |
184 |
if (global.flowey_save_number < current_save_number) |
185 |
global.flowey_save_number = current_save_number |
186 |
box = instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox) |
187 |
audio_play_sound(snd_mainmenu_select, 1, 0) |
188 |
global.menu_sprite = 3298 |
189 |
scene++ |
190 |
break |
191 |
case 23: |
192 |
if instance_exists(obj_savebox) |
193 |
return; |
194 |
else |
195 |
{ |
196 |
global.cutscene = true |
197 |
if cutscene_npc_action_sprite(3194, 245, 0.2) |
198 |
{ |
199 |
instance_destroy(obj_flowey_npc) |
200 |
obj_determination.image_alpha = 1 |
201 |
} |
202 |
} |
203 |
break |
204 |
case 24: |
205 |
cutscene_wait(1) |
206 |
break |
207 |
case 25: |
208 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 2) |
209 |
break |
210 |
case 26: |
211 |
cutscene_end() |
212 |
cutscene_camera_reset() |
213 |
break |
214 |
} |