1 |
if live_call() |
2 |
return global.live_result; |
3 |
var text_var = 0 |
4 |
if (global.player_level >= 3) |
5 |
text_var = 1 |
6 |
if (global.player_level >= 6) |
7 |
text_var = 2 |
8 |
if (global.dunes_flag[16] >= 2) |
9 |
text_var = 3 |
10 |
var abandoned_geno = false |
11 |
if (global.geno_complete[3] == true && global.route != 3) |
12 |
abandoned_geno = true |
13 |
switch scene |
14 |
{ |
15 |
case 0: |
16 |
if (obj_pl.x < 400) |
17 |
{ |
18 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
19 |
cutscene_advance() |
20 |
} |
21 |
break |
22 |
case 1: |
23 |
cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up") |
24 |
break |
25 |
case 2: |
26 |
if cutscene_wait(1.5) |
27 |
cutscene_advance(2.5) |
28 |
break |
29 |
case 2.5: |
30 |
if cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y + 60), 1, "x", "up") |
31 |
cutscene_advance(3) |
32 |
break |
33 |
case 3: |
34 |
cutscene_camera_move(obj_martlet_npc.x, 300, 1) |
35 |
camera_set_view_speed(view_camera[0], -1, -1) |
36 |
break |
37 |
case 4: |
38 |
cutscene_wait(0.5) |
39 |
break |
40 |
case 5: |
41 |
cutscene_instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 45), obj_cutscene_ex) |
42 |
audio_play_sound(snd_encounter, 1, 0) |
43 |
break |
44 |
case 6: |
45 |
cutscene_wait(1) |
46 |
break |
47 |
case 7: |
48 |
cutscene_npc_direction(obj_martlet_npc, "down") |
49 |
instance_destroy(obj_cutscene_ex) |
50 |
break |
51 |
case 8: |
52 |
cutscene_wait(0.5) |
53 |
break |
54 |
case 9: |
55 |
cutscene_dialogue() |
56 |
with (msg) |
57 |
{ |
58 |
talker[0] = 1164 |
59 |
position = 0 |
60 |
switch text_var |
61 |
{ |
62 |
case 0: |
63 |
message[0] = "* Ah, you got my message!# Great!" |
64 |
prt[0] = 328 |
65 |
break |
66 |
case 1: |
67 |
case 2: |
68 |
message[0] = "* Ah, you got my message." |
69 |
prt[0] = 321 |
70 |
break |
71 |
case 3: |
72 |
message[0] = "* So you found me..." |
73 |
prt[0] = 317 |
74 |
break |
75 |
} |
76 |
|
77 |
} |
78 |
break |
79 |
case 10: |
80 |
cutscene_wait(0.5) |
81 |
break |
82 |
case 11: |
83 |
if (text_var == 3) |
84 |
cutscene_advance(12) |
85 |
else |
86 |
cutscene_npc_direction(obj_martlet_npc, "up") |
87 |
break |
88 |
case 12: |
89 |
cutscene_camera_move(obj_martlet_npc.x, 260, 1) |
90 |
camera_set_view_speed(view_camera[0], -1, -1) |
91 |
break |
92 |
case 13: |
93 |
if (text_var == 3) |
94 |
cutscene_wait(1) |
95 |
else |
96 |
cutscene_wait(0.5) |
97 |
break |
98 |
case 14: |
99 |
cutscene_dialogue() |
100 |
with (msg) |
101 |
{ |
102 |
color = true |
103 |
col_modif[0] = 16776960 |
104 |
talker[0] = 1164 |
105 |
switch text_var |
106 |
{ |
107 |
case 0: |
108 |
message[0] = "* What a view..." |
109 |
message[1] = "* That large facility in# front of us is the# CORE..." |
110 |
message[2] = "* ...The main source of# power for the# Underground." |
111 |
message[3] = "* Behind that is New Home.# The capital city." |
112 |
message_col[3][0] = " New Home " |
113 |
message[4] = "* ...King ASGORE's Castle." |
114 |
prt[0] = 328 |
115 |
prt[1] = 321 |
116 |
prt[2] = 321 |
117 |
prt[3] = 338 |
118 |
prt[4] = 329 |
119 |
break |
120 |
case 1: |
121 |
case 2: |
122 |
message[0] = "* ..." |
123 |
message[1] = "* That large facility in# front of us is the# CORE..." |
124 |
message[2] = "* ...The main source of# power for the# Underground." |
125 |
message[3] = "* Behind that is New Home.# The capital city." |
126 |
message_col[3][0] = " New Home " |
127 |
message[4] = "* ...King ASGORE's# Castle." |
128 |
prt[0] = 321 |
129 |
prt[1] = 321 |
130 |
prt[2] = 338 |
131 |
prt[3] = 321 |
132 |
prt[4] = 317 |
133 |
break |
134 |
case 3: |
135 |
message[0] = "* ..." |
136 |
message[1] = "* My whole life..." |
137 |
message[2] = "* My whole life I was# taught that humans are# the enemy." |
138 |
message[3] = "* And... it looks like# they were right." |
139 |
message[4] = "* But even with that# prejudice drilled into# my mind..." |
140 |
message[5] = "* I think I... I sense# better in you." |
141 |
prt[0] = 315 |
142 |
prt[1] = 315 |
143 |
prt[2] = 336 |
144 |
prt[3] = 336 |
145 |
prt[4] = 317 |
146 |
prt[5] = 329 |
147 |
break |
148 |
} |
149 |
|
150 |
} |
151 |
break |
152 |
case 15: |
153 |
if (text_var == 3) |
154 |
cutscene_advance(19) |
155 |
else |
156 |
cutscene_wait(0.5) |
157 |
break |
158 |
case 16: |
159 |
cutscene_npc_direction(obj_martlet_npc, "down") |
160 |
break |
161 |
case 17: |
162 |
cutscene_wait(1) |
163 |
break |
164 |
case 18: |
165 |
cutscene_dialogue() |
166 |
with (msg) |
167 |
{ |
168 |
talker[0] = 1164 |
169 |
switch text_var |
170 |
{ |
171 |
case 0: |
172 |
message[0] = "* Look, I haven't been# 100% honest with you..." |
173 |
message[1] = "* My whole life, I was# taught that humans are# the enemy." |
174 |
message[2] = "* But you... you never# really came across as# such. " |
175 |
message[3] = "* Though..." |
176 |
message[4] = "* During our journey, I# did sense a faint,# alarming aura in you." |
177 |
prt[0] = 317 |
178 |
prt[1] = 329 |
179 |
prt[2] = 320 |
180 |
prt[3] = 329 |
181 |
prt[4] = 317 |
182 |
break |
183 |
case 1: |
184 |
message[0] = "* Look, I haven't been# 100% honest with you..." |
185 |
message[1] = "* My whole life, I was# taught that humans are# the enemy." |
186 |
message[2] = "* And I'll admit, you're# not shy about defending# yourself." |
187 |
message[3] = "* During our journey, I# sensed an alarming aura# in you." |
188 |
prt[0] = 317 |
189 |
prt[1] = 329 |
190 |
prt[2] = 338 |
191 |
prt[3] = 321 |
192 |
break |
193 |
case 2: |
194 |
message[0] = "* Look, I haven't been# 100% honest with you..." |
195 |
message[1] = "* My whole life, I was# taught that humans are# the enemy." |
196 |
message[2] = "* And... maybe they were# right." |
197 |
message[3] = "* I've been trying my# best to act nice but..." |
198 |
message[4] = "* ...for a while now I've# sensed an alarming aura# in you." |
199 |
prt[0] = 321 |
200 |
prt[1] = 321 |
201 |
prt[2] = 338 |
202 |
prt[3] = 338 |
203 |
prt[4] = 317 |
204 |
break |
205 |
} |
206 |
|
207 |
} |
208 |
break |
209 |
case 19: |
210 |
cutscene_wait(0.5) |
211 |
break |
212 |
case 20: |
213 |
cutscene_npc_action_sprite(1164, 225, 1, true, 0) |
214 |
break |
215 |
case 21: |
216 |
cutscene_dialogue() |
217 |
with (msg) |
218 |
{ |
219 |
talker[0] = 1164 |
220 |
switch text_var |
221 |
{ |
222 |
case 0: |
223 |
message[0] = "* I had this backup plan# in case you started a# rampage but..." |
224 |
message[1] = "* ...you never did." |
225 |
prt[0] = 317 |
226 |
prt[1] = 329 |
227 |
break |
228 |
case 1: |
229 |
message[0] = "* I had this backup plan# in case you started a# rampage but..." |
230 |
message[1] = "* ...thankfully, you# never did." |
231 |
prt[0] = 317 |
232 |
prt[1] = 329 |
233 |
break |
234 |
case 2: |
235 |
message[0] = "* I had this plan to stop# your violence if needed.# " |
236 |
message[1] = "* I'm..." |
237 |
message[2] = "* ...I'm not sure if I# should..." |
238 |
message[3] = "* ..." |
239 |
prt[0] = 317 |
240 |
prt[1] = 338 |
241 |
prt[2] = 329 |
242 |
prt[3] = 317 |
243 |
break |
244 |
case 3: |
245 |
message[0] = "* I had this plan to stop# your rampage but..." |
246 |
message[1] = "* ...I'm not sure if I# should..." |
247 |
message[2] = "* ..." |
248 |
prt[0] = 321 |
249 |
prt[1] = 338 |
250 |
prt[2] = 329 |
251 |
break |
252 |
} |
253 |
|
254 |
} |
255 |
break |
256 |
case 22: |
257 |
syringe_noloop = false |
258 |
if (text_var == 2) |
259 |
cutscene_wait(1) |
260 |
else |
261 |
cutscene_wait(0.25) |
262 |
break |
263 |
case 23: |
264 |
if cutscene_npc_action_sprite(1164, 3670, 1, true, 0) |
265 |
{ |
266 |
obj_martlet_npc.action_sprite = false |
267 |
if (text_var != 3) |
268 |
cutscene_music_start(296) |
269 |
cutscene_advance(24) |
270 |
} |
271 |
if (syringe_noloop == false && obj_martlet_npc.image_index >= 8) |
272 |
{ |
273 |
syringe_noloop = true |
274 |
instance_create_depth((obj_martlet_npc.x - 12), (obj_martlet_npc.y - 22), 150, obj_hotland_roof_syringe) |
275 |
} |
276 |
break |
277 |
case 24: |
278 |
cutscene_wait(0.5) |
279 |
break |
280 |
case 25: |
281 |
cutscene_dialogue() |
282 |
with (msg) |
283 |
{ |
284 |
talker[0] = 1164 |
285 |
switch text_var |
286 |
{ |
287 |
case 0: |
288 |
message[0] = "* Phew... that feels# liberating." |
289 |
message[1] = "* I'm so sorry for keeping# that from you. You're a# good kid." |
290 |
message[2] = "* Even so, there's another# problem..." |
291 |
message[3] = "* I don't think ASGORE# would agree." |
292 |
message[4] = "* You see, he needs seven# human SOULs to destroy# the barrier." |
293 |
message[5] = "* So far he's collected# five and he might try# for another..." |
294 |
message[6] = "* Now that we're this# close..." |
295 |
message[7] = "* I'm afraid there isn't a# peaceful way of# confronting him." |
296 |
message[8] = "* I'm sorry." |
297 |
prt[0] = 320 |
298 |
prt[1] = 320 |
299 |
prt[2] = 315 |
300 |
prt[3] = 317 |
301 |
prt[4] = 338 |
302 |
prt[5] = 321 |
303 |
prt[6] = 322 |
304 |
prt[7] = 315 |
305 |
prt[8] = 315 |
306 |
if (message_current == 7) |
307 |
obj_martlet_npc.npc_direction = "up" |
308 |
break |
309 |
case 1: |
310 |
message[0] = "* Phew... that feels# liberating." |
311 |
message[1] = "* I'm sorry for keeping# that from you but you# know how things are..." |
312 |
message[2] = "* Even so, there's# another problem..." |
313 |
message[3] = "* ASGORE needs seven# human SOULs to destroy# the barrier." |
314 |
message[4] = "* So far he's collected# five and I fear he'd try# for another..." |
315 |
message[5] = "* You might fight back# and well..." |
316 |
prt[0] = 320 |
317 |
prt[1] = 317 |
318 |
prt[2] = 338 |
319 |
prt[3] = 338 |
320 |
prt[4] = 321 |
321 |
prt[5] = 329 |
322 |
break |
323 |
case 2: |
324 |
message[0] = "* I just... can't do it." |
325 |
message[1] = "* You're a good kid deep# down, I'm sure of it..." |
326 |
message[2] = "* But truthfully, I can't# allow you to visit# ASGORE." |
327 |
message[3] = "* He only needs seven# human SOULs to destroy# the barrier." |
328 |
message[4] = "* So far he's collected# five and I know he'd try# for another." |
329 |
message[5] = "* You would fight back# and well..." |
330 |
prt[0] = 317 |
331 |
prt[1] = 317 |
332 |
prt[2] = 338 |
333 |
prt[3] = 338 |
334 |
prt[4] = 321 |
335 |
prt[5] = 321 |
336 |
break |
337 |
case 3: |
338 |
message[0] = "* I just... can't do it." |
339 |
message[1] = "* Gosh, I must be crazy!" |
340 |
message[2] = "* ..." |
341 |
message[3] = "* If you're going to# shoot me, do it now." |
342 |
message[4] = "* You'll never get past# ASGORE." |
343 |
message[5] = "* He's our only guiding# light and not one to be# snuffed out." |
344 |
message[6] = "* So go ahead... Mark# your tally." |
345 |
message[7] = "* ..." |
346 |
prt[0] = 329 |
347 |
prt[1] = 338 |
348 |
prt[2] = 329 |
349 |
prt[3] = 321 |
350 |
prt[4] = 321 |
351 |
prt[5] = 321 |
352 |
prt[6] = 321 |
353 |
prt[7] = 321 |
354 |
break |
355 |
} |
356 |
|
357 |
} |
358 |
break |
359 |
case 26: |
360 |
cutscene_wait(1) |
361 |
break |
362 |
case 27: |
363 |
cutscene_dialogue() |
364 |
with (msg) |
365 |
{ |
366 |
talker[0] = 1164 |
367 |
switch text_var |
368 |
{ |
369 |
case 0: |
370 |
message[0] = "* ..." |
371 |
message[1] = "* I know this isn't the# path you intended but..." |
372 |
message[2] = "* Let's... put all this# behind us." |
373 |
message[3] = "* You can come stay with# me. Live out a happy,# violence-free childhood!" |
374 |
message[4] = "* I'll teach you# craftsmanship..." |
375 |
message[5] = "* And you can teach me# marksmanship!" |
376 |
message[6] = "* You don't deserve to die# this young." |
377 |
message[7] = "* ..." |
378 |
message[8] = "* What do you say?" |
379 |
prt[0] = 329 |
380 |
prt[1] = 317 |
381 |
prt[2] = 317 |
382 |
prt[3] = 320 |
383 |
prt[4] = 312 |
384 |
prt[5] = 312 |
385 |
prt[6] = 320 |
386 |
prt[7] = 329 |
387 |
prt[8] = 320 |
388 |
ch_msg = 8 |
389 |
ch[1] = "Sounds good" |
390 |
ch[2] = "...Okay" |
391 |
message[9] = "* Really???" |
392 |
message[10] = "* Wow! We are going to# have so much fun!" |
393 |
message[11] = "* I promise this is the# best outcome for both of# us." |
394 |
message[12] = "* Well, \"roommate,\" let's# go to Snowdin!" |
395 |
prt[9] = 330 |
396 |
prt[10] = 312 |
397 |
prt[11] = 318 |
398 |
prt[12] = 312 |
399 |
if (message_current == 1) |
400 |
obj_martlet_npc.npc_direction = "down" |
401 |
if (message_current >= 7) |
402 |
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
} (mus_acquittal, 1000) |
403 |
break |
404 |
case 1: |
405 |
message[0] = "* ..." |
406 |
message[1] = "* I know this isn't the# path you intended but..." |
407 |
message[2] = "* Let's... put all this# behind us. End the# conflict." |
408 |
message[3] = "* You can come stay with# me. Live out a happy,# violence-free childhood." |
409 |
message[4] = "* You don't deserve to# die this young." |
410 |
message[5] = "* ..." |
411 |
message[6] = "* What do you say?" |
412 |
prt[0] = 338 |
413 |
prt[1] = 321 |
414 |
prt[2] = 320 |
415 |
prt[3] = 320 |
416 |
prt[4] = 329 |
417 |
prt[5] = 317 |
418 |
prt[6] = 320 |
419 |
ch_msg = 6 |
420 |
ch[1] = "Wouldn't\nhurt" |
421 |
ch[2] = "...Okay" |
422 |
message[7] = "* Thanks a bunch, Clover!" |
423 |
message[8] = "* ..." |
424 |
message[9] = "* Hey, smile a little!# This is a new beginning!" |
425 |
message[10] = "* C'mon, \"roommate\",# let's go to Snowdin!" |
426 |
prt[7] = 320 |
427 |
prt[8] = 320 |
428 |
prt[9] = 312 |
429 |
prt[10] = 328 |
430 |
if (message_current == 1) |
431 |
obj_martlet_npc.npc_direction = "down" |
432 |
if (message_current >= 5) |
433 |
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
} (mus_acquittal, 1000) |
434 |
break |
435 |
case 2: |
436 |
message[0] = "* ..." |
437 |
message[1] = "* I'm not certain this is# the right decision# but..." |
438 |
message[2] = "* Let's... put all this# behind us. End the# conflict." |
439 |
message[3] = "* You can come stay with# me. Live out a happy,# violence-free childhood." |
440 |
message[4] = "* You've gone through so# much. More than any# child should." |
441 |
message[5] = "* I believe you can# change for the better." |
442 |
message[6] = "* ..." |
443 |
message[7] = "* What do you say?" |
444 |
prt[0] = 321 |
445 |
prt[1] = 338 |
446 |
prt[2] = 320 |
447 |
prt[3] = 320 |
448 |
prt[4] = 317 |
449 |
prt[5] = 320 |
450 |
prt[6] = 329 |
451 |
prt[7] = 320 |
452 |
ch_msg = 7 |
453 |
ch[1] = "..." |
454 |
ch[2] = "...Okay" |
455 |
if (outcome == 1) |
456 |
{ |
457 |
message[8] = "* I understand if you're# hesitant but please...# trust me..." |
458 |
prt[8] = 320 |
459 |
} |
460 |
if (outcome == 2) |
461 |
{ |
462 |
message[8] = "* Thank you, Clover." |
463 |
prt[8] = 320 |
464 |
} |
465 |
message[9] = "* This is the best# outcome for everyone." |
466 |
message[10] = "* ..." |
467 |
message[11] = "* Well, \"roommate\", let's# go to Snowdin." |
468 |
prt[9] = 320 |
469 |
prt[10] = 338 |
470 |
prt[11] = 328 |
471 |
if (message_current == 1) |
472 |
obj_martlet_npc.npc_direction = "down" |
473 |
if (message_current >= 6) |
474 |
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
} (mus_acquittal, 1000) |
475 |
break |
476 |
case 3: |
477 |
message[0] = "* ..." |
478 |
message[1] = "* You're... not attacking# me...?" |
479 |
message[2] = "* Okay..." |
480 |
message[3] = "* ..." |
481 |
message[4] = "* I'm not certain this is# the right decision# but..." |
482 |
message[5] = "* Let's... put all this# behind us. End the# conflict." |
483 |
message[6] = "* You can come stay with# me. Live out a happy,# violence-free childhood." |
484 |
message[7] = "* You've gone through so# much. More than any# child should." |
485 |
message[8] = "* I think... I hope...# you can change for the# better." |
486 |
message[9] = "* ..." |
487 |
message[10] = "* ...What do you say?" |
488 |
prt[0] = 321 |
489 |
prt[1] = 317 |
490 |
prt[2] = 317 |
491 |
prt[3] = 329 |
492 |
prt[4] = 329 |
493 |
prt[5] = 317 |
494 |
prt[6] = 317 |
495 |
prt[7] = 329 |
496 |
prt[8] = 320 |
497 |
prt[9] = 329 |
498 |
prt[10] = 320 |
499 |
ch_msg = 10 |
500 |
ch[1] = "..." |
501 |
ch[2] = "...Okay" |
502 |
if (outcome == 1) |
503 |
{ |
504 |
message[11] = "* I understand if you're# hesitant but please...# trust me..." |
505 |
prt[11] = 320 |
506 |
} |
507 |
if (outcome == 2) |
508 |
{ |
509 |
message[11] = "* Thank you, Clover." |
510 |
prt[11] = 320 |
511 |
} |
512 |
message[12] = "* This is the best# outcome for everyone." |
513 |
message[13] = "* ..." |
514 |
message[14] = "* Well... let's go to# Snowdin." |
515 |
prt[12] = 320 |
516 |
prt[13] = 338 |
517 |
prt[14] = 328 |
518 |
if (message_current == 1) |
519 |
obj_martlet_npc.npc_direction = "down" |
520 |
if (message_current >= 9) |
521 |
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
} (mus_acquittal, 1000) |
522 |
break |
523 |
} |
524 |
|
525 |
} |
526 |
break |
527 |
case 28: |
528 |
cutscene_npc_walk_relative(1164, 0, 20, 1, "y", "down") |
529 |
break |
530 |
case 29: |
531 |
cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y, obj_hotland_roof_martlet_vine) |
532 |
break |
533 |
case 30: |
534 |
break |
535 |
case 31: |
536 |
cutscene_wait(1) |
537 |
break |
538 |
case 32: |
539 |
cutscene_dialogue_dark() |
540 |
with (msg) |
541 |
{ |
542 |
sndfnt = 102 |
543 |
switch text_var |
544 |
{ |
545 |
case 0: |
546 |
case 1: |
547 |
message[0] = " W-What is this?" |
548 |
message[1] = " Clover...?" |
549 |
message[2] = " W-Why would you..." |
550 |
break |
551 |
case 2: |
552 |
case 3: |
553 |
message[0] = " W-What is this?" |
554 |
message[1] = " Clover...?" |
555 |
message[2] = " I should've k-known..." |
556 |
break |
557 |
} |
558 |
|
559 |
} |
560 |
break |
561 |
case 33: |
562 |
obj_hotland_roof_martlet_vine.scene++ |
563 |
cutscene_advance() |
564 |
break |
565 |
case 34: |
566 |
break |
567 |
case 35: |
568 |
cutscene_wait(1.5) |
569 |
break |
570 |
case 36: |
571 |
cutscene_music_start(38) |
572 |
break |
573 |
case 37: |
574 |
if cutscene_dialogue() |
575 |
{ |
576 |
if abandoned_geno |
577 |
instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop) |
578 |
} |
579 |
if (abandoned_geno == false) |
580 |
{ |
581 |
with (msg) |
582 |
{ |
583 |
var message_insert = 2 |
584 |
talker[0] = 3194 |
585 |
message[0] = "* You gotta be kidding me!" |
586 |
message[1] = "* I just knew something# like this would happen!" |
587 |
prt[0] = 351 |
588 |
prt[1] = 351 |
589 |
if (global.save_count > 0) |
590 |
{ |
591 |
message_insert = 2 |
592 |
message[2] = "* And after all we've been# through..." |
593 |
prt[2] = 356 |
594 |
} |
595 |
else |
596 |
{ |
597 |
message_insert = 4 |
598 |
message[2] = "* Our friendship was# always one sided, wasn't# it?" |
599 |
message[3] = "* After all, you never# bothered to save even# ONCE!" |
600 |
message[4] = "* Still..." |
601 |
prt[2] = 3382 |
602 |
prt[3] = 3382 |
603 |
prt[4] = 351 |
604 |
} |
605 |
message[(message_insert + 1)] = "* I tried for so long." |
606 |
message[(message_insert + 2)] = "* I tried to uphold a# friendly persona but# wow..." |
607 |
message[(message_insert + 3)] = "* You really brought me to# my limit!" |
608 |
message[(message_insert + 4)] = "* Though, I gotta say, it# did feel good to finally# SNAP, ya know?" |
609 |
message[(message_insert + 5)] = "* She never saw it coming!" |
610 |
message[(message_insert + 6)] = "* Best of all, she thought# YOU betrayed her in the# end!" |
611 |
message[(message_insert + 7)] = "* What an IDIOT!" |
612 |
message[(message_insert + 8)] = "* I bet she even- " |
613 |
prt[(message_insert + 1)] = 351 |
614 |
prt[(message_insert + 2)] = 351 |
615 |
prt[(message_insert + 3)] = 351 |
616 |
prt[(message_insert + 4)] = 2165 |
617 |
prt[(message_insert + 5)] = 3789 |
618 |
prt[(message_insert + 6)] = 2165 |
619 |
prt[(message_insert + 7)] = 2165 |
620 |
prt[(message_insert + 8)] = 349 |
621 |
sndfnt_array[0] = 96 |
622 |
sndfnt_array[(message_insert + 4)] = 664 |
623 |
sndfnt_array[(message_insert + 8)] = 96 |
624 |
if (message_current == (message_insert + 8)) |
625 |
{ |
626 |
if (cutoff >= string_length(message[message_current])) |
627 |
{ |
628 |
instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop) |
629 |
instance_destroy() |
630 |
global.dialogue_open = false |
631 |
other.scene++ |
632 |
} |
633 |
skippable = false |
634 |
} |
635 |
} |
636 |
} |
637 |
else |
638 |
{ |
639 |
with (msg) |
640 |
{ |
641 |
talker[0] = 3194 |
642 |
message[0] = "* Oops! Got to her first!" |
643 |
message[1] = "* Though I must say..." |
644 |
message[2] = "* The whole “false sense# of security” bit? Very# clever." |
645 |
message[3] = "* ..." |
646 |
message[4] = "* No way..." |
647 |
message[5] = "* Don't tell me you were# ACTUALLY trying to turn# this around." |
648 |
message[6] = "* After what you did to# all those poor monsters?" |
649 |
message[7] = "* Hahahaha!!!" |
650 |
message[8] = "* That's just too funny!" |
651 |
message[9] = "* I don't care how# mind-numbingly# sympathetic she was..." |
652 |
message[10] = "* There is no ticket to# redemption for your# actions." |
653 |
message[11] = "* ...Oh, right!" |
654 |
message[12] = "* Surprise! I betrayed# you!" |
655 |
message[13] = "* Real sorry, but hey,# thanks for abandoning# your rampage!" |
656 |
message[14] = "* You were gettin' pretty# strong for a second# there." |
657 |
message[15] = "* I'm not usually the# worrying type but whew!" |
658 |
message[16] = "* Dodged a bullet! Haha!" |
659 |
prt[0] = 349 |
660 |
prt[1] = 353 |
661 |
prt[2] = 349 |
662 |
prt[3] = 348 |
663 |
prt[4] = 352 |
664 |
prt[5] = 357 |
665 |
prt[6] = 353 |
666 |
prt[7] = 3738 |
667 |
prt[8] = 3148 |
668 |
prt[9] = 347 |
669 |
prt[10] = 348 |
670 |
prt[11] = 348 |
671 |
prt[12] = 349 |
672 |
prt[13] = 347 |
673 |
prt[14] = 3251 |
674 |
prt[15] = 354 |
675 |
prt[16] = 357 |
676 |
sndfnt = 96 |
677 |
} |
678 |
} |
679 |
break |
680 |
case 38: |
681 |
cutscene_advance() |
682 |
break |
683 |
case 39: |
684 |
if (!instance_exists(obj_heart_initiate_battle_flowey_rooftop)) |
685 |
cutscene_advance() |
686 |
break |
687 |
case 40: |
688 |
audio_play_sound(snd_fail, 1, 0) |
689 |
cutscene_instance_create(0, 0, obj_rooftop_resettext) |
690 |
instance_create(0, 0, obj_flowey_battle_screen_glitch_fight) |
691 |
break |
692 |
case 41: |
693 |
cutscene_wait(1) |
694 |
break |
695 |
case 42: |
696 |
cutscene_dialogue() |
697 |
with (msg) |
698 |
{ |
699 |
talker[0] = 3194 |
700 |
if (abandoned_geno == false) |
701 |
{ |
702 |
message[0] = "* Nuh-uh-uh!" |
703 |
message[1] = "* Trigger-happy are we?" |
704 |
message[2] = "* I think you forgot who's# in charge here." |
705 |
prt[0] = 3251 |
706 |
prt[1] = 349 |
707 |
prt[2] = 349 |
708 |
} |
709 |
else |
710 |
{ |
711 |
message[0] = "* Whoa! Make that two!" |
712 |
message[1] = "* Trigger-happy are we?" |
713 |
message[2] = "* I think you forgot# who's in charge here." |
714 |
prt[0] = 347 |
715 |
prt[1] = 348 |
716 |
prt[2] = 349 |
717 |
} |
718 |
} |
719 |
break |
720 |
case 43: |
721 |
var xx = obj_pl.x |
722 |
var yy = obj_pl.y |
723 |
var offset = 14 |
724 |
audio_play_sound(snd_undertale_appear, 1, 0) |
725 |
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, 500) |
726 |
instance_create_depth((xx - offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets) |
727 |
instance_create_depth((xx - offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets) |
728 |
instance_create_depth(xx, (yy - offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets) |
729 |
instance_create_depth((xx + offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets) |
730 |
instance_create_depth((xx + offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets) |
731 |
instance_create_depth((xx + offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets) |
732 |
instance_create_depth(xx, (yy + offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets) |
733 |
instance_create_depth((xx - offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets) |
734 |
cutscene_advance() |
735 |
break |
736 |
case 44: |
737 |
cutscene_wait(1) |
738 |
break |
739 |
case 45: |
740 |
cutscene_dialogue() |
741 |
with (msg) |
742 |
{ |
743 |
talker[0] = 3194 |
744 |
message[0] = "* We had a nice run,# didn't we?" |
745 |
prt[0] = 348 |
746 |
} |
747 |
break |
748 |
case 46: |
749 |
with (obj_hotland_roof_flowey_pellets) |
750 |
scene = 1 |
751 |
cutscene_advance() |
752 |
break |
753 |
case 47: |
754 |
cutscene_wait(1.5) |
755 |
break |
756 |
case 48: |
757 |
cutscene_dialogue() |
758 |
with (msg) |
759 |
{ |
760 |
talker[0] = 3194 |
761 |
message[0] = "* Too bad I won't# miss it." |
762 |
prt[0] = 2165 |
763 |
sndfnt = 664 |
764 |
} |
765 |
break |
766 |
case 49: |
767 |
if cutscene_npc_action_sprite(3194, 3150, 1, true, 1) |
768 |
{ |
769 |
obj_flowey_npc.action_sprite_stop = false |
770 |
obj_flowey_npc.action_sprite = true |
771 |
obj_flowey_npc.sprite_index = spr_flowey_laughs |
772 |
obj_flowey_npc.image_speed = 1 |
773 |
obj_flowey_npc.image_index = 0 |
774 |
obj_player_npc.xstart = obj_player_npc.x |
775 |
obj_player_npc.ystart = obj_player_npc.y |
776 |
clover_shake = true |
777 |
audio_play_sound(snd_flowey_laugh, 1, 0) |
778 |
alarm[0] = 15alarm[0]audio_play_sound(mus_missing_inaction, 1, 0)
with (obj_hotland_roof_flowey_pellets)
scene = 4 |
779 |
} |
780 |
break |
781 |
case 50: |
782 |
obj_player_npc.npc_dynamic_depth = false |
783 |
obj_player_npc.depth = depth - 1 |
784 |
obj_flowey_npc.npc_dynamic_depth = false |
785 |
obj_flowey_npc.depth = depth - 1 |
786 |
if (!instance_exists(obj_hotland_roof_flowey_pellets)) |
787 |
{ |
788 |
instance_destroy(obj_player_npc) |
789 |
obj_pl.image_alpha = 0 |
790 |
obj_flowey_npc.image_alpha = 0 |
791 |
var heart = instance_create_depth(obj_pl.x, obj_pl.y, -10000, obj_heart_flowey_rooftop) |
792 |
heart.image_alpha = 0 |
793 |
audio_play_sound(snd_hurt, 1, 0) |
794 |
cutscene_advance() |
795 |
} |
796 |
else if (instance_exists(obj_hotland_roof_flowey_pellets) && obj_hotland_roof_flowey_pellets.scene >= 4) |
797 |
{ |
798 |
if (draw_alpha < 0.99) |
799 |
draw_alpha = lerp(draw_alpha, 1, 0.04) |
800 |
else |
801 |
draw_alpha = 1 |
802 |
} |
803 |
break |
804 |
case 51: |
805 |
if cutscene_wait(2) |
806 |
{ |
807 |
if (!texture_is_ready("BattleHotlandFloweyPhase1")) |
808 |
texture_prefetch("BattleHotlandFloweyPhase1") |
809 |
} |
810 |
break |
811 |
case 52: |
812 |
if (obj_heart_flowey_rooftop.image_alpha < 0.99) |
813 |
obj_heart_flowey_rooftop.image_alpha += 0.05 |
814 |
else |
815 |
cutscene_advance() |
816 |
break |
817 |
case 53: |
818 |
cutscene_wait(3.5) |
819 |
break |
820 |
case 54: |
821 |
if (obj_flowey_npc.image_alpha >= 1) |
822 |
cutscene_wait(1.5) |
823 |
else |
824 |
obj_flowey_npc.image_alpha += 0.05 |
825 |
break |
826 |
case 55: |
827 |
obj_heart_flowey_rooftop.waiter = 1 |
828 |
instance_create_depth((obj_flowey_npc.x - 1), (obj_flowey_npc.y + 9), (obj_flowey_npc.depth - 10001), obj_hotland_roof_soul_grab) |
829 |
cutscene_advance() |
830 |
break |
831 |
case 56: |
832 |
var img_index = obj_hotland_roof_soul_grab.image_index |
833 |
if (img_index >= 15) |
834 |
obj_heart_flowey_rooftop.image_alpha = 0 |
835 |
if (img_index >= 19) |
836 |
draw_alpha_white = (img_index - 19) / (obj_hotland_roof_soul_grab.image_number - 1 - 19) |
837 |
if (img_index >= (obj_hotland_roof_soul_grab.image_number - 1)) |
838 |
{ |
839 |
obj_hotland_roof_soul_grab.image_speed = 0 |
840 |
cutscene_advance() |
841 |
} |
842 |
break |
843 |
case 57: |
844 |
instance_destroy(obj_flowey_npc) |
845 |
instance_destroy(obj_hotland_roof_soul_grab) |
846 |
global.hotland_flag[12] = 1 |
847 |
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)
... () |
848 |
cutscene_advance() |
849 |
break |
850 |
case 58: |
851 |
cutscene_wait(3) |
852 |
break |
853 |
case 59: |
854 |
draw_alpha_white = lerp(draw_alpha_white, 0, 0.05) |
855 |
if (draw_alpha_white < 0.01) |
856 |
{ |
857 |
draw_alpha_white = 0 |
858 |
cutscene_advance() |
859 |
} |
860 |
break |
861 |
case 60: |
862 |
cutscene_wait(1) |
863 |
if (!instance_exists(obj_player_npc)) |
864 |
{ |
865 |
instance_create_depth(205, (camera_get_view_y(view_camera[0]) + 140), obj_pl.depth, obj_player_npc) |
866 |
obj_player_npc.image_alpha = 0 |
867 |
} |
868 |
break |
869 |
case 61: |
870 |
draw_clover_yellow_alpha = lerp(draw_clover_yellow_alpha, 1, 0.03) |
871 |
if (draw_clover_yellow_alpha > 0.99) |
872 |
{ |
873 |
draw_clover_yellow_alpha = 1 |
874 |
cutscene_advance() |
875 |
} |
876 |
break |
877 |
case 62: |
878 |
cutscene_wait(1) |
879 |
break |
880 |
case 63: |
881 |
var big_flowey = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -99999, obj_flowey_rooftop_big) |
882 |
var noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -999990, obj_flowey_rooftop_noise) |
883 |
cutscene_advance() |
884 |
noise_pop = 0 |
885 |
break |
886 |
case 64: |
887 |
cutscene_wait(1) |
888 |
break |
889 |
case 65: |
890 |
noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -999990, obj_flowey_rooftop_noise) |
891 |
obj_flowey_rooftop_big.image_alpha = 0 |
892 |
cutscene_advance() |
893 |
break |
894 |
case 66: |
895 |
with (obj_player_npc) |
896 |
{ |
897 |
if (y < (camera_get_view_y(view_camera[0]) + 180)) |
898 |
y += 5 |
899 |
else |
900 |
{ |
901 |
with (other) |
902 |
scene = 67 |
903 |
} |
904 |
} |
905 |
break |
906 |
case 67: |
907 |
cutscene_wait(0.5) |
908 |
break |
909 |
case 68: |
910 |
noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 40), -999990, obj_flowey_rooftop_noise) |
911 |
obj_flowey_rooftop_big.y = noise.y |
912 |
obj_flowey_rooftop_big.image_alpha = 1 |
913 |
cutscene_advance() |
914 |
break |
915 |
case 69: |
916 |
cutscene_wait(0.5) |
917 |
break |
918 |
case 70: |
919 |
cutscene_music_start(620) |
920 |
break |
921 |
case 71: |
922 |
if (!instance_exists(obj_dialogue_flowey_alone)) |
923 |
msg = instance_create(x, y, obj_dialogue_flowey_alone) |
924 |
if (!global.dialogue_open) |
925 |
{ |
926 |
cutscene_advance() |
927 |
return true; |
928 |
} |
929 |
with (msg) |
930 |
{ |
931 |
sndfnt = 96 |
932 |
message[0] = "* MMMmm I shoulda done this# earlier, huh!" |
933 |
message[1] = "* Oh?" |
934 |
message[2] = "* You're still holding on? So# stubborn!" |
935 |
message[3] = "* Lighten up a little, pal!" |
936 |
message[4] = "* You do know this didn't have to# happen, right?" |
937 |
message[5] = "* We had a plan. A simple one." |
938 |
message[6] = "* Go. To. ASGORE." |
939 |
message[7] = "* But I guess you're too stupid# to follow directions." |
940 |
message[8] = "* Don't know why I thought this# would end any differently..." |
941 |
if (global.meta_flowey_fight_count == 0) |
942 |
{ |
943 |
message[9] = "* You've always been predictable." |
944 |
message[10] = "* Oh? What do I mean? Well,# buddy, let me show you!" |
945 |
} |
946 |
else |
947 |
{ |
948 |
message[9] = "* You've always been# predictable, heh." |
949 |
message[10] = "* But enough about YOU." |
950 |
message[11] = "* I wanna have a little fun# before I absorb your SOUL for# good!" |
951 |
} |
952 |
switch message_current |
953 |
{ |
954 |
case 0: |
955 |
var flowey_face = spr_flowey_big_smile |
956 |
break |
957 |
case 1: |
958 |
flowey_face = spr_flowey_big_unamused |
959 |
break |
960 |
case 2: |
961 |
flowey_face = spr_flowey_big_smirk |
962 |
break |
963 |
case 3: |
964 |
flowey_face = spr_flowey_big_wink |
965 |
break |
966 |
case 4: |
967 |
flowey_face = spr_flowey_big_neutral |
968 |
break |
969 |
case 5: |
970 |
flowey_face = spr_flowey_big_neutral |
971 |
break |
972 |
case 6: |
973 |
flowey_face = spr_flowey_big_evil |
974 |
break |
975 |
case 7: |
976 |
flowey_face = spr_flowey_big_plain |
977 |
break |
978 |
case 8: |
979 |
flowey_face = spr_flowey_big_plain |
980 |
break |
981 |
case 9: |
982 |
if (global.meta_flowey_fight_count == 0) |
983 |
flowey_face = spr_flowey_big_smirk |
984 |
else |
985 |
flowey_face = spr_flowey_big_smirk |
986 |
break |
987 |
case 10: |
988 |
if (global.meta_flowey_fight_count == 0) |
989 |
flowey_face = spr_flowey_big_wink |
990 |
else |
991 |
flowey_face = spr_flowey_big_smile_side |
992 |
break |
993 |
case 11: |
994 |
flowey_face = spr_flowey_big_grin |
995 |
break |
996 |
default: |
997 |
flowey_face = spr_flowey_big_neutral |
998 |
break |
999 |
} |
1000 |
|
1001 |
switch message_current |
1002 |
{ |
1003 |
case 4: |
1004 |
case 6: |
1005 |
case 7: |
1006 |
case 10: |
1007 |
if (other.noise_pop < message_current) |
1008 |
{ |
1009 |
other.noise_pop = message_current |
1010 |
instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise) |
1011 |
} |
1012 |
break |
1013 |
} |
1014 |
|
1015 |
if (message_current == 6) |
1016 |
{ |
1017 |
sndfnt = 664 |
1018 |
shake = true |
1019 |
} |
1020 |
else |
1021 |
{ |
1022 |
sndfnt = 96 |
1023 |
shake = false |
1024 |
} |
1025 |
} |
1026 |
obj_flowey_rooftop_big.sprite_index = flowey_face |
1027 |
break |
1028 |
case 72: |
1029 |
cutscene_wait(0.5) |
1030 |
break |
1031 |
case 73: |
1032 |
if (global.meta_flowey_fight_count > 0) |
1033 |
{ |
1034 |
var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller) |
1035 |
controller.scene = 95 |
1036 |
obj_flowey_rooftop_big.persistent = true |
1037 |
obj_flowey_rooftop_big.image_xscale_base *= 2 |
1038 |
obj_flowey_rooftop_big.image_yscale_base *= 2 |
1039 |
obj_flowey_rooftop_big.x = 320 |
1040 |
obj_flowey_rooftop_big.y = 80 |
1041 |
room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room) |
1042 |
global.battling_boss = true |
1043 |
global.battle_start = true |
1044 |
global.sound_carry_overworld = false |
1045 |
global.cutscene = true |
1046 |
global.battle_enemy_name = "flowey" |
1047 |
obj_pl.image_alpha = 0 |
1048 |
global.player_can_run = true |
1049 |
instance_destroy() |
1050 |
return; |
1051 |
} |
1052 |
audio_play_sound(mus_cymbal, 10, 0) |
1053 |
cutscene_advance() |
1054 |
break |
1055 |
case 74: |
1056 |
if (!instance_exists(obj_flowey_rooftop_noise)) |
1057 |
{ |
1058 |
var rand = 50 |
1059 |
if (irandom_range(1, 50) == 1) |
1060 |
instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise) |
1061 |
} |
1062 |
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
} (mus_flowey_soundscape, 1000) |
1063 |
cutscene_screenshake(999, 1) |
1064 |
if (draw_alpha_white < 1) |
1065 |
draw_alpha_white += 0.007 |
1066 |
else |
1067 |
cutscene_advance() |
1068 |
break |
1069 |
case 75: |
1070 |
cutscene_wait(1) |
1071 |
break |
1072 |
case 76: |
1073 |
cutscene_change_room(222, 184, 651, 0.1) |
1074 |
break |
1075 |
} |
1076 |
|
1077 |
if (scene >= 50 && scene <= 53 && (!audio_is_playing(snd_flowey_laugh))) |
1078 |
{ |
1079 |
if (obj_flowey_npc.sprite_index == spr_flowey_laughs || obj_flowey_npc.sprite_index == spr_flowey_rooftop_grows) |
1080 |
{ |
1081 |
if cutscene_npc_action_sprite_reverse(3194, 3150, 1, false) |
1082 |
scene -= 1 |
1083 |
} |
1084 |
} |
1085 |
if (clover_shake == true) |
1086 |
{ |
1087 |
if (!instance_exists(obj_player_npc)) |
1088 |
{ |
1089 |
clover_shake = false |
1090 |
return; |
1091 |
} |
1092 |
obj_player_npc.x = obj_player_npc.xstart |
1093 |
obj_player_npc.y = obj_player_npc.ystart |
1094 |
obj_player_npc.x += random_range(-0.5, 0.5) |
1095 |
obj_player_npc.y += random_range(-0.5, 0.5) |
1096 |
} |