1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
if (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;
}
} () && keyboard_multicheck_pressed(0) && obj_pl.direction == 90) |
7 |
{ |
8 |
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
} () |
9 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
10 |
cutscene_follower_into_actor() |
11 |
} |
12 |
break |
13 |
case 1: |
14 |
cutscene_npc_walk(1164, 130, 200, 2, "y", "up") |
15 |
break |
16 |
case 2: |
17 |
cutscene_dialogue() |
18 |
with (msg) |
19 |
{ |
20 |
talker[0] = 1164 |
21 |
message[0] = "* This must be where they# ate their meals..." |
22 |
prt[0] = 329 |
23 |
} |
24 |
break |
25 |
case 3: |
26 |
cutscene_wait(0.5) |
27 |
break |
28 |
case 4: |
29 |
cutscene_npc_direction(obj_martlet_npc, "right") |
30 |
break |
31 |
case 5: |
32 |
cutscene_npc_walk(1168, 195, 200, 3, "y", "up") |
33 |
break |
34 |
case 6: |
35 |
cutscene_wait(1) |
36 |
break |
37 |
case 7: |
38 |
cutscene_instance_create(obj_pl.x, (obj_pl.y - 20), obj_cutscene_ex) |
39 |
break |
40 |
case 8: |
41 |
cutscene_wait(1) |
42 |
break |
43 |
case 9: |
44 |
instance_destroy(obj_cutscene_ex) |
45 |
cutscene_advance() |
46 |
break |
47 |
case 10: |
48 |
cutscene_dialogue() |
49 |
with (msg) |
50 |
{ |
51 |
talker[0] = 1164 |
52 |
message[0] = "* What do you see?" |
53 |
prt[0] = 321 |
54 |
} |
55 |
break |
56 |
case 11: |
57 |
cutscene_npc_walk(1168, 160, 200, 3, "x", "up") |
58 |
break |
59 |
case 12: |
60 |
if cutscene_wait(0.75) |
61 |
{ |
62 |
cutscene_camera_freeze() |
63 |
cutscene_advance(13) |
64 |
} |
65 |
break |
66 |
case 13: |
67 |
with (obj_player_npc) |
68 |
{ |
69 |
if (!(variable_instance_exists(1168, "x_original"))) |
70 |
{ |
71 |
x_original = x |
72 |
y_original = y |
73 |
} |
74 |
else |
75 |
{ |
76 |
x = x_original |
77 |
y = y_original |
78 |
x += random_range(-1, 1) |
79 |
y += random_range(-1, 1) |
80 |
} |
81 |
} |
82 |
if cutscene_wait(1) |
83 |
{ |
84 |
cutscene_camera_reset() |
85 |
cutscene_advance(14) |
86 |
with (obj_player_npc) |
87 |
{ |
88 |
x = x_original |
89 |
y = y_original |
90 |
} |
91 |
} |
92 |
break |
93 |
case 14: |
94 |
cutscene_dialogue() |
95 |
with (msg) |
96 |
{ |
97 |
talker[0] = 1164 |
98 |
message[0] = "* Hey uh..." |
99 |
prt[0] = 311 |
100 |
} |
101 |
break |
102 |
case 15: |
103 |
cutscene_npc_direction(obj_player_npc, "left") |
104 |
break |
105 |
case 16: |
106 |
cutscene_wait(0.5) |
107 |
break |
108 |
case 17: |
109 |
cutscene_dialogue() |
110 |
with (msg) |
111 |
{ |
112 |
ch_msg = 0 |
113 |
ch[1] = "I need your help" |
114 |
talker[0] = 1164 |
115 |
message[0] = "* ..." |
116 |
message[1] = "* You think something's# under there?" |
117 |
message[2] = "* Alright then..." |
118 |
prt[0] = 311 |
119 |
prt[1] = 321 |
120 |
prt[2] = 338 |
121 |
} |
122 |
break |
123 |
case 18: |
124 |
cutscene_npc_direction(obj_player_npc, "up") |
125 |
break |
126 |
case 19: |
127 |
cutscene_npc_walk(1164, 116, 200, 3, "y", "down", -4, 160, 130) |
128 |
break |
129 |
case 20: |
130 |
cutscene_wait(0.5) |
131 |
break |
132 |
case 21: |
133 |
if cutscene_dialogue() |
134 |
{ |
135 |
if (!audio_is_playing(snd_mansion_kotatsu_move)) |
136 |
audio_play_sound(snd_mansion_kotatsu_move, 1, 0) |
137 |
} |
138 |
with (msg) |
139 |
{ |
140 |
talker[0] = 1164 |
141 |
message[0] = "* On \"three.\"" |
142 |
message[1] = "* One..." |
143 |
message[2] = "* Two..." |
144 |
message[3] = "* Three!" |
145 |
prt[0] = 321 |
146 |
prt[1] = 321 |
147 |
prt[2] = 321 |
148 |
prt[3] = 328 |
149 |
} |
150 |
break |
151 |
case 22: |
152 |
cutscene_screen_fade_out(0, 0.1) |
153 |
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
} (obj_radio.current_song, 1000) |
154 |
break |
155 |
case 23: |
156 |
if (!audio_is_playing(snd_mansion_kotatsu_move)) |
157 |
cutscene_wait(1.5) |
158 |
break |
159 |
case 24: |
160 |
global.dunes_flag[42] = 1 |
161 |
sprite_index = spr_mansion_kotatsu_moved |
162 |
x = 199 |
163 |
y = 171 |
164 |
obj_player_npc.x = 140 |
165 |
obj_player_npc.y = 200 |
166 |
obj_martlet_npc.x = 180 |
167 |
obj_martlet_npc.y = 200 |
168 |
obj_martlet_npc.npc_direction = "up" |
169 |
obj_player_npc.npc_direction = "up" |
170 |
layer_set_visible("chairs", false) |
171 |
instance_destroy(106768) |
172 |
instance_destroy(106767) |
173 |
cutscene_advance() |
174 |
break |
175 |
case 25: |
176 |
cutscene_dialogue() |
177 |
with (msg) |
178 |
{ |
179 |
talker[0] = 1164 |
180 |
message[0] = "* Whoa..." |
181 |
prt[0] = 333 |
182 |
} |
183 |
break |
184 |
case 26: |
185 |
cutscene_screen_fade_in(0.1) |
186 |
break |
187 |
case 27: |
188 |
cutscene_wait(0.5) |
189 |
break |
190 |
case 28: |
191 |
cutscene_npc_direction(obj_martlet_npc, "left") |
192 |
break |
193 |
case 29: |
194 |
cutscene_dialogue() |
195 |
with (msg) |
196 |
{ |
197 |
talker[0] = 1164 |
198 |
message[0] = "* Good eye, Clover." |
199 |
prt[0] = 312 |
200 |
} |
201 |
break |
202 |
case 30: |
203 |
cutscene_npc_direction(obj_martlet_npc, "up") |
204 |
break |
205 |
case 31: |
206 |
cutscene_wait(0.5) |
207 |
break |
208 |
case 32: |
209 |
cutscene_npc_walk(1168, 160, 190, 3, "y", "up") |
210 |
break |
211 |
case 33: |
212 |
if cutscene_wait(1) |
213 |
audio_play_sound(snd_mansion_trapdoor_open, 1, 0) |
214 |
break |
215 |
case 34: |
216 |
with (obj_mansion_trapdoor) |
217 |
{ |
218 |
image_speed = 1 |
219 |
if (image_index >= (image_number - 1)) |
220 |
{ |
221 |
other.scene++ |
222 |
image_index = image_number - 1 |
223 |
image_speed = 0 |
224 |
} |
225 |
} |
226 |
break |
227 |
case 35: |
228 |
cutscene_wait(1) |
229 |
break |
230 |
case 36: |
231 |
cutscene_npc_direction(obj_player_npc, "down") |
232 |
break |
233 |
case 37: |
234 |
cutscene_dialogue() |
235 |
with (msg) |
236 |
{ |
237 |
talker[0] = 1164 |
238 |
message[0] = "* Spooky..." |
239 |
message[1] = "* Well, uh... After you." |
240 |
prt[0] = 321 |
241 |
prt[1] = 320 |
242 |
} |
243 |
break |
244 |
case 38: |
245 |
cutscene_npc_direction(obj_player_npc, "up") |
246 |
break |
247 |
case 39: |
248 |
cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y + 20), 3, "y", "up") |
249 |
break |
250 |
case 40: |
251 |
var doorway = instance_create(136, 150, obj_doorway_secret_study) |
252 |
with (doorway) |
253 |
{ |
254 |
image_xscale = 2.8125 |
255 |
image_yscale = 2.3125 |
256 |
xx = 135 |
257 |
yy = 420 |
258 |
nextroom = 250 |
259 |
} |
260 |
scr_radio_restart() |
261 |
instance_destroy(obj_player_npc) |
262 |
cutscene_actor_into_follower() |
263 |
scr_cutscene_end() |
264 |
break |
265 |
} |