| 1 |
if ((keyboard_multicheck_pressed(0) && scr_interactscr_interactfunction scr_interact()
{
if (distance_to_object(obj_pl) < 20 && obj_pl.state == 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;
}
} () == true) && waiter == 0) |
| 2 |
waiter = 1; |
| 3 |
if (waiter == 1) |
| 4 |
{ |
| 5 |
scr_cutscene_start(); |
| 6 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 7 |
with (msg) |
| 8 |
{ |
| 9 |
sndfnt = 99; |
| 10 |
portrait = false; |
| 11 |
if (other.npc_flag == 0) |
| 12 |
{ |
| 13 |
message_current = 1; |
| 14 |
other.npc_flag = 1; |
| 15 |
other.waiter = 2; |
| 16 |
} |
| 17 |
else |
| 18 |
{ |
| 19 |
ch[1] = "Yes"; |
| 20 |
ch[2] = "No"; |
| 21 |
ch_msg = 0; |
| 22 |
} |
| 23 |
color = true; |
| 24 |
col_modif[0] = make_color_rgb(92, 186, 249); |
| 25 |
col_modif[1] = 255; |
| 26 |
message[0] = "* (Read the instructions again?)"; |
| 27 |
message[1] = "* To whom it may concern:"; |
| 28 |
message[2] = "* In accordance with Royal Guard# guide book section four,# paragraph two,"; |
| 29 |
message[3] = "* This puzzle is intended to# impede the progress of an# intruder (probably you),"; |
| 30 |
message[4] = "* Entertain the residents of the# surrounding area (Snowdin),"; |
| 31 |
message[5] = "* And appear intimidating to# would-be intruders or# wrong-doers,"; |
| 32 |
message[6] = "* (I'm unclear on what they mean# by that, just go with it.)"; |
| 33 |
message[7] = "* To pass by this challenge, you# must melt the icecube."; |
| 34 |
message[8] = "* Make sure the ball-thing gets# to the bottom without breaking# though."; |
| 35 |
message[9] = "* Signed: Martlet of the# Underground Royal Guard"; |
| 36 |
message_col[4][1] = " Snowdin "; |
| 37 |
message_col[9][0] = " Martlet "; |
| 38 |
message_col[9][1] = " # Underground Royal Guard"; |
| 39 |
if (outcome == 1 && message_current == 0) |
| 40 |
{ |
| 41 |
other.waiter = 2; |
| 42 |
} |
| 43 |
else if (outcome == 2 && message_current == 0) |
| 44 |
{ |
| 45 |
other.waiter = 4; |
| 46 |
instance_destroy(); |
| 47 |
} |
| 48 |
} |
| 49 |
} |
| 50 |
if (waiter == 2 && !instance_exists(obj_dialogue)) |
| 51 |
{ |
| 52 |
if (timer == -1) |
| 53 |
timer = 30; |
| 54 |
} |
| 55 |
if (waiter == 3) |
| 56 |
{ |
| 57 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 58 |
with (msg) |
| 59 |
{ |
| 60 |
sndfnt = 99; |
| 61 |
portrait = false; |
| 62 |
message[0] = "* P.S."; |
| 63 |
message[1] = "* If one of the logs gets stuck,# just jiggle it a little."; |
| 64 |
message[2] = "* I noticed it was sticking the# other day, but you know how it# is with D.I.Y. projects."; |
| 65 |
message[3] = "* Always something has to go# wrong!"; |
| 66 |
message[4] = "* So yeah, just a quick jiggle# will do!"; |
| 67 |
message[5] = "* P.P.S."; |
| 68 |
message[6] = "* I just realized that you might# not be able to reach the log to# jiggle it!"; |
| 69 |
message[7] = "* I mean, not everyone can fly,# or is freakishly tall!"; |
| 70 |
message[8] = "* Especially if you're a human or# something!"; |
| 71 |
message[9] = "* So just hope it doesn't get# stuck!"; |
| 72 |
message[10] = "* P.P.P.S."; |
| 73 |
message[11] = "* I figured it out!"; |
| 74 |
message[12] = "* If it gets stuck, just wait!"; |
| 75 |
message[13] = "* I come around to inspect the# puzzle quality every third day!"; |
| 76 |
message[14] = "* Just hang out right where you# are for a day or two!"; |
| 77 |
message[15] = "* Oh, and hope it doesn't get# stuck!"; |
| 78 |
message[16] = "* P.P.P.P.S."; |
| 79 |
message[17] = "* I have been informed that the# amount of P.S.'s on this sign# is \"unseemly.\""; |
| 80 |
message[18] = "* I am very sorry for any trouble# they've caused."; |
| 81 |
} |
| 82 |
if (global.dialogue_open == false) |
| 83 |
waiter = 4; |
| 84 |
} |
| 85 |
if (waiter == 4) |
| 86 |
{ |
| 87 |
if (npc_flag == 0) |
| 88 |
npc_flag = 1; |
| 89 |
waiter = 0; |
| 90 |
scr_cutscene_end(); |
| 91 |
} |
| 92 |
if (timer > 0) |
| 93 |
{ |
| 94 |
timer--; |
| 95 |
} |
| 96 |
else if (timer != -1) |
| 97 |
{ |
| 98 |
waiter = 3; |
| 99 |
timer = -1; |
| 100 |
} |
| 101 |
if (ds_map_find_value(global.npc_map, npc_id) != npc_flag) |
| 102 |
ds_map_replace(global.npc_map, npc_id, npc_flag); |