1 |
script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0) |
2 |
if (waiter == 1) |
3 |
{ |
4 |
if (!instance_exists(obj_dialogue)) |
5 |
msg = instance_create(x, y, obj_dialogue) |
6 |
with (msg) |
7 |
{ |
8 |
sndfnt = 96 |
9 |
if (global.snowdin_flag[13] == 1) |
10 |
{ |
11 |
color = true |
12 |
col_modif[0] = 255 |
13 |
message[0] = "* Howdy, Clover!" |
14 |
message[1] = "* What a day this has# been." |
15 |
message[2] = "* Thanks to that guard,# we're totally off# course!" |
16 |
message[3] = "* It looks like she# ditched you as well." |
17 |
message[4] = "* I guess it can't be# helped now." |
18 |
message[5] = "* What's important is that# you're alive!" |
19 |
message[5] = "* There's gotta be# another route to# ASGORE's Castle here." |
20 |
message_col[5][0] = " # # Castle " |
21 |
message[6] = "* Tough it out for now# and we'll see where# this new path takes us." |
22 |
message[7] = "* A little excitement# never hurt anyone!" |
23 |
message[8] = "* Well... except you. Let# me heal you up." |
24 |
prt[0] = 348 |
25 |
prt[1] = 357 |
26 |
prt[2] = 347 |
27 |
prt[3] = 352 |
28 |
prt[4] = 348 |
29 |
prt[5] = 348 |
30 |
prt[6] = 348 |
31 |
prt[7] = 348 |
32 |
prt[8] = 348 |
33 |
} |
34 |
else if (global.geno_complete[2] == true) |
35 |
{ |
36 |
message[0] = "* Howdy, Clover!" |
37 |
message[1] = "* Sorry about all this." |
38 |
message[2] = "* I'm usually pretty good# at judging where to go# next." |
39 |
message[3] = "* The raft must've been a# trap set by that guard." |
40 |
message[4] = "* You outsmarted her,# though! I'm impressed." |
41 |
message[5] = "* Even so, you look# pretty beat up. Let me# take care of that!" |
42 |
prt[0] = 348 |
43 |
prt[1] = 357 |
44 |
prt[2] = 354 |
45 |
prt[3] = 352 |
46 |
prt[4] = 348 |
47 |
prt[5] = 348 |
48 |
} |
49 |
else |
50 |
{ |
51 |
color = true |
52 |
col_modif[0] = 255 |
53 |
message[0] = "* Howdy, Clover!" |
54 |
message[1] = "* Sorry about all this." |
55 |
message[2] = "* I'm usually pretty good# at judging where to go# next." |
56 |
message[3] = "* The raft must've been a# trap set by that guard." |
57 |
message[4] = "* Doesn't look like# she'll be an issue# anymore, though." |
58 |
message[5] = "* You're far away from# Snowdin now. Out of# sight, out of mind!" |
59 |
message[6] = "* Now we have to find a# new way to ASGORE's# Castle." |
60 |
message_col[6][0] = " # # Castle " |
61 |
message[7] = "* I'll leave you to it# but before you go, let# me patch you up." |
62 |
prt[0] = 348 |
63 |
prt[1] = 357 |
64 |
prt[2] = 354 |
65 |
prt[3] = 352 |
66 |
prt[4] = 348 |
67 |
prt[5] = 349 |
68 |
prt[6] = 352 |
69 |
prt[7] = 348 |
70 |
} |
71 |
} |
72 |
waiter = 2 |
73 |
} |
74 |
if (waiter == 2 && (!instance_exists(obj_dialogue))) |
75 |
{ |
76 |
global.dunes_flag[1] = 1 |
77 |
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
... () |
78 |
instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox) |
79 |
audio_play_sound(snd_mainmenu_select, 1, 0) |
80 |
waiter = 3 |
81 |
} |
82 |
if (waiter == 3 && (!instance_exists(obj_savebox))) |
83 |
{ |
84 |
if (global.save_count == 0) |
85 |
{ |
86 |
switch scene |
87 |
{ |
88 |
case 0: |
89 |
cutscene_wait(0.5) |
90 |
break |
91 |
case 1: |
92 |
cutscene_dialogue() |
93 |
with (msg) |
94 |
{ |
95 |
sndfnt = 96 |
96 |
message[0] = "* Okay, what is going on?" |
97 |
message[1] = "* I've been trying to# stay positive and# supportive but..." |
98 |
message[2] = "* Seriously?" |
99 |
message[3] = "* Why won't you save?" |
100 |
message[4] = "* Does that word scare# you?" |
101 |
message[5] = "* It can't hurt you, see?" |
102 |
message[6] = "* S - A - V - E. " |
103 |
message[7] = "* Hey, you're still# alive! It's a miracle! " |
104 |
message[8] = "* ...No? Okay." |
105 |
message[9] = "* I just..." |
106 |
message[10] = "* I would hope I've# proved my# trustworthiness by now. " |
107 |
message[11] = "* But no, it's fine... " |
108 |
message[12] = "* Guess you don't# appreciate me... " |
109 |
message[13] = "* Sigh..." |
110 |
prt[0] = 351 |
111 |
prt[1] = 351 |
112 |
prt[2] = 3382 |
113 |
prt[3] = 351 |
114 |
prt[4] = 353 |
115 |
prt[5] = 352 |
116 |
prt[6] = 351 |
117 |
prt[7] = 3640 |
118 |
prt[8] = 353 |
119 |
prt[9] = 352 |
120 |
prt[10] = 356 |
121 |
prt[11] = 356 |
122 |
prt[12] = 356 |
123 |
prt[13] = 356 |
124 |
} |
125 |
break |
126 |
case 2: |
127 |
cutscene_wait(1) |
128 |
break |
129 |
case 3: |
130 |
cutscene_dialogue() |
131 |
with (msg) |
132 |
{ |
133 |
sndfnt = 96 |
134 |
message[0] = "* ... " |
135 |
message[1] = "* Nothing? " |
136 |
message[2] = "* It was worth a shot. " |
137 |
message[3] = "* Just know, you're# running a HUGE risk by# not saving." |
138 |
prt[0] = 352 |
139 |
prt[1] = 352 |
140 |
prt[2] = 3692 |
141 |
prt[3] = 352 |
142 |
} |
143 |
break |
144 |
case 4: |
145 |
scene = 0 |
146 |
image_index = 0 |
147 |
sprite_index = spr_floweyleave |
148 |
image_speed = 0.2 |
149 |
waiter = 4 |
150 |
break |
151 |
} |
152 |
|
153 |
} |
154 |
else |
155 |
{ |
156 |
image_index = 0 |
157 |
sprite_index = spr_floweyleave |
158 |
image_speed = 0.2 |
159 |
waiter = 4 |
160 |
} |
161 |
} |
162 |
if (waiter == 4 && image_index >= (image_number - 1)) |
163 |
{ |
164 |
instance_destroy() |
165 |
instance_create(x, y, obj_determination) |
166 |
scr_cutscene_end() |
167 |
} |
168 |
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) |
169 |
{ |
170 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
171 |
{ |
172 |
image_speed = 0 |
173 |
image_index = 0 |
174 |
} |
175 |
else |
176 |
image_speed = 0.2 |
177 |
} |