1 |
script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0) |
2 |
if (global.flag[24 Flowey introduction progress] == 0 && room == rm_darkruins_03 && waiter == 1) |
3 |
{ |
4 |
scr_cutscene_startscr_cutscene_startfunction scr_cutscene_start() //gml_Script_scr_cutscene_start
{
global.cutscene = true
obj_pl.state = gml_Script_scr_frozen_state
obj_pl.image_index = 0
obj_pl.image_speed = 0
} () |
5 |
waiter = 2 |
6 |
image_alpha = 255 |
7 |
} |
8 |
if (obj_pl.state == gml_Script_scr_frozen_state && waiter == 2) |
9 |
{ |
10 |
if (!instance_exists(obj_dialogue)) |
11 |
msg = instance_create(x, y, obj_dialogue) |
12 |
if (global.meta_flowey_introduction_count >= 2) |
13 |
{ |
14 |
with (msg) |
15 |
{ |
16 |
position = 0 |
17 |
sndfnt = 96 |
18 |
color = true |
19 |
col_modif[0] = 65535 |
20 |
col_modif[1] = 255 |
21 |
message[0] = "* Howdy!" |
22 |
message[1] = "* I'm FLOWEY. " |
23 |
message_col[1][0] = " FLOWEY " |
24 |
message[2] = "* FLOWEY the FLOWER!" |
25 |
message_col[2][0] = " FLOWEY FLOWER " |
26 |
message[3] = "* Hmm..." |
27 |
message[4] = "* You look like a pretty# confident person." |
28 |
message[5] = "* I shouldn't hold you# here all day should I?" |
29 |
message[6] = "* Wouldn't want to be a# hindrance!" |
30 |
message[7] = "* I'll letcha go, but you# should know this at# least:" |
31 |
message[8] = "* King ASGORE is# responsible for# everything." |
32 |
message_col[8][1] = " ASGORE " |
33 |
message[9] = "* Seek him out and do# what you must." |
34 |
message[10] = "* Also..." |
35 |
message[11] = "* If you ever run into# trouble, I can SAVE for# you!" |
36 |
message[12] = "* Just come look for# these things and I'll be# there!" |
37 |
prt[0] = 348 |
38 |
prt[1] = 348 |
39 |
prt[2] = 348 |
40 |
prt[3] = 347 |
41 |
prt[4] = 348 |
42 |
prt[5] = 348 |
43 |
prt[6] = 347 |
44 |
prt[7] = 348 |
45 |
prt[8] = 348 |
46 |
prt[9] = 348 |
47 |
prt[10] = 347 |
48 |
prt[11] = 348 |
49 |
prt[12] = 348 |
50 |
other.waiter = 1 |
51 |
global.flag[24 Flowey introduction progress] = 1 |
52 |
} |
53 |
} |
54 |
else if (global.meta_flowey_introduction_count == 1) |
55 |
{ |
56 |
with (msg) |
57 |
{ |
58 |
position = 0 |
59 |
sndfnt = 96 |
60 |
color = true |
61 |
col_modif[0] = 65535 |
62 |
col_modif[1] = 255 |
63 |
message[0] = "* Howdy!" |
64 |
message[1] = "* I'm FLOWEY. " |
65 |
message_col[1][0] = " FLOWEY " |
66 |
message[2] = "* FLOWEY the FLOWER!" |
67 |
message_col[2][0] = " FLOWEY FLOWER " |
68 |
message[3] = "* Hmmm..." |
69 |
message[4] = "* You look confused." |
70 |
message[5] = "* Toriel ought to have# taught you how things# work around here!" |
71 |
message[6] = "* She didn't?" |
72 |
message[7] = "* I guess little old me# will have to do then." |
73 |
message[8] = "* Do you want me to teach# ya?" |
74 |
prt[0] = 348 |
75 |
prt[1] = 348 |
76 |
prt[2] = 348 |
77 |
prt[3] = 347 |
78 |
prt[4] = 357 |
79 |
prt[5] = 347 |
80 |
prt[6] = 348 |
81 |
prt[7] = 3251 |
82 |
prt[8] = 348 |
83 |
col_modif[0] = 65535 |
84 |
ch_msg = 8 |
85 |
ch[1] = "Yes" |
86 |
ch[2] = "No" |
87 |
if (outcome == 1) |
88 |
{ |
89 |
global.dialogue_open = false |
90 |
other.waiter = 3 |
91 |
} |
92 |
if (outcome == 2) |
93 |
{ |
94 |
message[9] = "* I see..." |
95 |
message[10] = "* Going in headstrong - I# like it!" |
96 |
message[11] = "* Well you should know# this at least:" |
97 |
message[12] = "* Those humans you're# after?" |
98 |
message[13] = "* Sorry, but..." |
99 |
message[14] = "* King ASGORE has already# gotten to 'em." |
100 |
message_col[14][0] = "" |
101 |
message_col[14][1] = " ASGORE " |
102 |
message[15] = "* On the bright side, I# hear their SOULs are in# holding." |
103 |
message[16] = "* Do what you will with# that information." |
104 |
message[17] = "* Also..." |
105 |
message[18] = "* Whenever you need help,# I can SAVE for you!" |
106 |
message[19] = "* That means if anything# bad happens, I can make# it unhappen!" |
107 |
message[20] = "* So if you ever need to# save, come look for me!" |
108 |
message[21] = "* I'll leave these little# things around for you." |
109 |
prt[9] = 353 |
110 |
prt[10] = 348 |
111 |
prt[11] = 347 |
112 |
prt[12] = 348 |
113 |
prt[13] = 353 |
114 |
prt[14] = 352 |
115 |
prt[15] = 348 |
116 |
prt[16] = 348 |
117 |
prt[17] = 347 |
118 |
prt[18] = 348 |
119 |
prt[19] = 348 |
120 |
prt[20] = 348 |
121 |
prt[21] = 347 |
122 |
other.waiter = 1 |
123 |
global.flag[24 Flowey introduction progress] = 1 |
124 |
} |
125 |
} |
126 |
} |
127 |
else if (global.meta_flowey_introduction_count == 0) |
128 |
{ |
129 |
with (msg) |
130 |
{ |
131 |
position = 0 |
132 |
color = true |
133 |
sndfnt = 96 |
134 |
message[0] = "* Howdy!#* I'm FLOWEY. #* FLOWEY the FLOWER!" |
135 |
message[1] = "* Hmm... #* You look confused!" |
136 |
message[2] = "* Toriel ought to have # taught you how things # work around here!" |
137 |
message[3] = "* She didn't?" |
138 |
message[4] = "* I guess little old me # will have to do then.#* Ready? Here we go!" |
139 |
message_col[0][0] = " # FLOWEY # FLOWEY FLOWER " |
140 |
col_modif[0] = 65535 |
141 |
prt[0] = 348 |
142 |
prt[1] = 357 |
143 |
prt[2] = 347 |
144 |
prt[3] = 352 |
145 |
prt[4] = 348 |
146 |
} |
147 |
waiter = 3 |
148 |
} |
149 |
} |
150 |
if ((!instance_exists(obj_dialogue)) && waiter == 3 && global.flag[24 Flowey introduction progress] == 0) |
151 |
{ |
152 |
instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle) |
153 |
global.battle_enemy_name = "flowey intro" |
154 |
global.current_room_overworld = room_get_name(room) |
155 |
global.battling_boss = false |
156 |
global.battle_start = true |
157 |
instance_destroy() |
158 |
waiter = 4 |
159 |
} |
160 |
if (global.flag[24 Flowey introduction progress] == 1 && room == rm_darkruins_03 && waiter == 0) |
161 |
{ |
162 |
image_alpha = 255 |
163 |
obj_pl.direction = 90 |
164 |
global.cutscene = true |
165 |
if (!instance_exists(obj_dialogue)) |
166 |
msg = instance_create(x, y, obj_dialogue) |
167 |
with (msg) |
168 |
{ |
169 |
position = 0 |
170 |
sndfnt = 96 |
171 |
message[0] = "* You probably want to go# home, don'tcha?#" |
172 |
message[1] = "* Well you've got a long # journey ahead!" |
173 |
message[2] = "* If you ever need to save,# come look for me!" |
174 |
message[3] = "* I'll leave these little # things around for you." |
175 |
prt[0] = 347 |
176 |
prt[1] = 348 |
177 |
prt[2] = 348 |
178 |
prt[3] = 348 |
179 |
} |
180 |
waiter = 1 |
181 |
} |
182 |
if ((!instance_exists(obj_dialogue)) && waiter == 1 && global.flag[24 Flowey introduction progress] == 1) |
183 |
{ |
184 |
image_speed = 0.2 |
185 |
sprite_index = spr_floweyleave |
186 |
} |
187 |
if (global.flag[24 Flowey introduction progress] == 2 && room == rm_darkruins_03 && waiter == 1 && (!instance_exists(obj_dialogue))) |
188 |
{ |
189 |
waiter = 2 |
190 |
image_alpha = 255 |
191 |
if (obj_pl.state == gml_Script_scr_frozen_state && waiter == 2) |
192 |
{ |
193 |
if (!instance_exists(obj_dialogue)) |
194 |
msg = instance_create(x, y, obj_dialogue) |
195 |
if (global.meta_flowey_introduction_count >= 2) |
196 |
{ |
197 |
with (msg) |
198 |
{ |
199 |
position = 0 |
200 |
sndfnt = 96 |
201 |
message[0] = "* Well, I suppose that's# that." |
202 |
message[1] = "* Go get 'em, buddy!" |
203 |
prt[0] = 347 |
204 |
prt[1] = 348 |
205 |
} |
206 |
} |
207 |
else if (global.meta_flowey_introduction_count == 1) |
208 |
{ |
209 |
with (msg) |
210 |
{ |
211 |
position = 0 |
212 |
sndfnt = 96 |
213 |
message[0] = "* Well, that pretty much# covers it!" |
214 |
message[1] = "* Good luck, pal!" |
215 |
prt[0] = 348 |
216 |
prt[1] = 3251 |
217 |
} |
218 |
} |
219 |
else if (global.meta_flowey_introduction_count == 0) |
220 |
{ |
221 |
with (msg) |
222 |
{ |
223 |
position = 0 |
224 |
sndfnt = 96 |
225 |
color = true |
226 |
col_modif[0] = 255 |
227 |
message[0] = "* That way it's easy to # find me!" |
228 |
message[1] = "* If you see one don't # hesitate to call me! " |
229 |
message[2] = "* And then I'll save # for you. Like I just # saved for you now!" |
230 |
message[3] = "* ..." |
231 |
message[4] = "* There's one more# thing..." |
232 |
message[5] = "* The king of all the# monsters, ASGORE..." |
233 |
message[6] = "* He's been killing# humans." |
234 |
message[7] = "* The only way out is# killing him and... # well..." |
235 |
message[8] = "* You're pretty small..." |
236 |
message[9] = "* That doesn't matter too# much though." |
237 |
message[10] = "* What matters is you've# got me on your# side!" |
238 |
message[11] = "* I'll let you get going,# but please be careful." |
239 |
message[12] = "* There's all sortsa # dangerous traps down# here." |
240 |
message[13] = "* And some of the # monsters in this# place..." |
241 |
message[14] = "* I hear they don't # like visitors.# So good luck!" |
242 |
message_col[5][0] = " # ASGORE " |
243 |
prt[0] = 348 |
244 |
prt[1] = 348 |
245 |
prt[2] = 347 |
246 |
prt[3] = 354 |
247 |
prt[4] = 357 |
248 |
prt[5] = 352 |
249 |
prt[6] = 352 |
250 |
prt[7] = 353 |
251 |
prt[8] = 356 |
252 |
prt[9] = 352 |
253 |
prt[10] = 348 |
254 |
prt[11] = 348 |
255 |
prt[12] = 357 |
256 |
prt[13] = 354 |
257 |
prt[14] = 357 |
258 |
} |
259 |
} |
260 |
waiter = 3 |
261 |
} |
262 |
} |
263 |
if ((!instance_exists(obj_dialogue)) && waiter == 3 && global.flag[24 Flowey introduction progress] == 2) |
264 |
{ |
265 |
global.flag[24 Flowey introduction progress] = 3 |
266 |
scr_savegamescr_savegamefunction scr_savegame() //gml_Script_scr_savegame
{
if file_exists("Save.sav")
file_delete("Save.sav")
ini_open("Save.sav")
var SavedRoom = room_get_name(room)
ini_write_string("Save1", "room", SavedRoom)
ini_write_real("Save1", "pX", obj_pl.x)
ini_write_real("Save1", "pY", obj_pl.y)
ini_write_real("Save1", "dir", obj_pl.direction)
SavedRoom = room
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", "RP", global.current_rp_self)
ini_write_real("Save1", "MAXRP", global.max_rp_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", "Weapon", global.player_weapon)
ini_write_string("Save1", "Ammo", global.player_weapon_modifier)
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", "playerCanRun", global.player_can_run)
if (global.party_member == noone)
ini_write_string("Save1", "Follower", "noone")
else
ini_write_string("Save1", "Follower", object_get_name(global.party_member))
ini_write_real("Save1", "Satchel", global.player_has_satchel)
ini_write_real("Save1", "FTravel", global.player_can_travel)
scr_determine_playtime()
ini_write_real("Playtime", "Seconds", global.elapsed_seconds)
var ds_list_encounters = ds_list_write(global.encounter_list)
ini_write_string("Encounters", "0", ds_list_encounters)
var ds_list_steal = ds_list_write(global.steal_list)
ini_write_string("Steal", "0", ds_list_steal)
var ds_list_fasttravel = ds_list_write(global.fast_travel_list)
ini_write_string("FastTravel", "0", ds_list_fasttravel)
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])
var ds_list_string = ds_list_write(global.box_slot_list)
ini_write_string("DBox", "0", ds_list_string)
ini_write_real("Misc", "01", global.tinypuzzle)
for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
ini_write_real("RuinsFlags", string(i), global.ruins_flag[i])
for (i = 0; i < array_length_1d(global.flag); i++)
ini_write_real("Flags", string(i), global.flag[i])
for (i = 0; i < array_length_1d(global.snowdin_flag); i++)
ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i])
for (i = 0; i < array_length_1d(global.dunes_flag); i++)
ini_write_real("DunesFlags", string(i), global.dunes_flag[i])
for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i])
for (i = 0; i < array_length_1d(global.sworks_flag); i++)
ini_write_real("SworksFlags", string(i), global.sworks_flag[i])
ini_write_string("SworksFlags", "code", global.factory_code)
ds_list_string = ds_list_write(global.factory_code_2)
ini_write_string("SworksFlags", "code2", ds_list_string)
ini_write_string("SworksFlags", "code3", global.factory_code_3)
ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count)
for (i = 0; i < global.sworks_robot_count; i++)
{
ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i])
ini_write_real("RbX", string(i), global.sworks_robot_x[i])
ini_write_real("RbY", string(i), global.sworks_robot_y[i])
ini_write_real("RbD", string(i), global.sworks_robot_depth[i])
ini_write_real("RbS", string(i), global.sworks_robot_scale[i])
ini_write_real("RbA", string(i), global.sworks_robot_angle[i])
}
ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid))
for (i = 0; i < array_length_1d(global.item_stock); i++)
ini_write_real("ItemStock", string(i), global.item_stock[i])
for (i = 0; i < array_length_1d(global.hotland_flag); i++)
ini_write_real("HotlandFlags", string(i), global.hotland_flag[i])
for (i = 0; i < array_length_1d(global.flowey_flag); i++)
ini_write_real("FloweyFlags", string(i), global.flowey_flag[i])
ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number)
ini_write_real("FloweyFlags", "savecount", global.save_count)
for (i = 0; i < array_length_1d(global.extra_flag); i++)
ini_write_real("ExtraFlags", string(i), global.extra_flag[i])
for (i = 0; i < array_length_1d(global.mail_flag); i++)
ini_write_real("MailFlags", string(i), global.mail_flag[i])
ds_list_string = ds_list_write(global.mail_list)
ini_write_string("Mail", "0", ds_list_string)
ds_list_string = ds_list_write(global.mail_unclaimed_list)
... () |
267 |
image_speed = 0.2 |
268 |
sprite_index = spr_floweyleave |
269 |
audio_sound_gain(mus_floweynew_yellow, 0, 2000) |
270 |
global.cutscene = false |
271 |
global.meta_flowey_introduction_count += 1 |
272 |
scr_savegame_metascr_savegame_metafunction scr_savegame_meta() //gml_Script_scr_savegame_meta
{
if file_exists("Save02.sav")
file_delete("Save02.sav")
ini_open("Save02.sav")
ini_write_real("00", "00", global.meta_flowey_introduction_count)
ini_write_real("00", "01", global.meta_flowey_fight_count)
ini_write_real("00", "02", global.game_finished_pacifist)
ini_write_real("00", "03", global.game_finished_pacifist_kill)
ini_write_real("00", "04", global.game_finished_murder)
ini_write_real("Deaths", "00", global.death_count_total)
ini_write_real("Deaths", "01", global.death_count[1])
ini_write_real("Deaths", "02", global.death_count[2])
ini_close()
} () |
273 |
scr_cutscene_end() |
274 |
obj_pl.alarm[0] = 5 |
275 |
waiter = 4 |
276 |
} |
277 |
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) |
278 |
{ |
279 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
280 |
{ |
281 |
image_speed = 0 |
282 |
image_index = 0 |
283 |
} |
284 |
else |
285 |
image_speed = 0.2 |
286 |
} |