1 |
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)) |
2 |
{ |
3 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
4 |
msg.sndfnt = 108 |
5 |
msg.message[0] = "* ..." |
6 |
msg.prt[0] = 370 |
7 |
} |
8 |
switch scene |
9 |
{ |
10 |
case 0: |
11 |
cutscene_npc_walk_relative(1168, 0, 10, 0.5, "y", "down") |
12 |
break |
13 |
case 1: |
14 |
sprite_index = spr_ceroba_cool_alt |
15 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
16 |
with (msg) |
17 |
{ |
18 |
sndfnt = 108 |
19 |
message[0] = "* You there. Human." |
20 |
message[1] = "* You okay?" |
21 |
prt[0] = 377 |
22 |
prt[1] = 370 |
23 |
ch_msg = 1 |
24 |
ch[1] = "Yeah" |
25 |
ch[2] = "Not\nreally" |
26 |
if (outcome == 1) |
27 |
{ |
28 |
message[2] = "* Really?" |
29 |
message[3] = "* Well... alright then." |
30 |
prt[2] = 393 |
31 |
prt[3] = 377 |
32 |
} |
33 |
if (outcome == 2) |
34 |
{ |
35 |
message[2] = "* About what I expected." |
36 |
prt[2] = 377 |
37 |
} |
38 |
} |
39 |
if (msg.message_current == 1) |
40 |
obj_player_npc.npc_direction = "right" |
41 |
if (!global.dialogue_open) |
42 |
scene++ |
43 |
break |
44 |
case 2: |
45 |
if (!audio_is_playing(mus_blossom)) |
46 |
audio_play_sound(mus_blossom, 1, 1) |
47 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
48 |
if (global.route == 2) |
49 |
{ |
50 |
with (msg) |
51 |
{ |
52 |
color = true |
53 |
col_modif[0] = make_color_rgb(237, 140, 36) |
54 |
sndfnt = 108 |
55 |
message[0] = "* I apologize for Star's# antics." |
56 |
message[1] = "* He's really into human# culture and whatnot." |
57 |
message[2] = "* You show up here and he# flips out." |
58 |
message[3] = "* I mean, it is quite# unbelievable." |
59 |
message[4] = "* A few humans have# wandered into the# Underground before but..." |
60 |
message[5] = "* They never set foot on# these sands." |
61 |
message[6] = "* All that to say, I'm# glad you did." |
62 |
message[7] = "* My name is Ceroba." |
63 |
message_col[7][0] = " Ceroba " |
64 |
message[8] = "* I'm a friend of Star's# but not part of his# posse." |
65 |
message[9] = "* They're a bit too...# rowdy for my taste." |
66 |
message[10] = "* May I ask your name?" |
67 |
ch_msg = 10 |
68 |
ch[1] = "Clover" |
69 |
message[11] = "* Welcome to the# Underground, Clover." |
70 |
message[12] = "* Your attire is# surprising, I must say." |
71 |
message[13] = "* But um... I won't press# you on the matter." |
72 |
message[14] = "* I'm afraid Star is going# to drag you into his# activities for a while." |
73 |
message[15] = "* You must have places to# go, correct?" |
74 |
message[16] = "* The Castle... the# barrier. You probably# want to go home." |
75 |
message[17] = "* If I'm being honest, I# haven't seen Star this# ecstatic in some time." |
76 |
message[18] = "* Maybe you should# entertain him a bit;# roll with his punches." |
77 |
message[19] = "* I'll see what I can do# about allowing you to# leave." |
78 |
message[20] = "* I know of a safe path# to Hotland through# the..." |
79 |
message[21] = "* Ah, I'm getting ahead# of myself." |
80 |
message[22] = "* Talk to you later,# Clover." |
81 |
message[23] = "* It was nice to# meet you." |
82 |
prt[0] = 377 |
83 |
prt[1] = 370 |
84 |
prt[2] = 370 |
85 |
prt[3] = 377 |
86 |
prt[4] = 371 |
87 |
prt[5] = 370 |
88 |
prt[6] = 395 |
89 |
prt[7] = 372 |
90 |
prt[8] = 372 |
91 |
prt[9] = 374 |
92 |
prt[10] = 372 |
93 |
prt[11] = 372 |
94 |
prt[12] = 395 |
95 |
prt[13] = 370 |
96 |
prt[14] = 371 |
97 |
prt[15] = 370 |
98 |
prt[16] = 371 |
99 |
prt[17] = 371 |
100 |
prt[18] = 372 |
101 |
prt[19] = 372 |
102 |
prt[20] = 371 |
103 |
prt[21] = 393 |
104 |
prt[22] = 372 |
105 |
prt[23] = 372 |
106 |
if (message_current == 23) |
107 |
{ |
108 |
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_blossom, 300) |
109 |
other.scene++ |
110 |
} |
111 |
} |
112 |
} |
113 |
else |
114 |
{ |
115 |
with (msg) |
116 |
{ |
117 |
color = true |
118 |
col_modif[0] = make_color_rgb(237, 140, 36) |
119 |
sndfnt = 108 |
120 |
message[0] = "* I apologize for Star's# antics." |
121 |
message[1] = "* He's really into human# culture and whatnot." |
122 |
message[2] = "* You show up here and he# flips out." |
123 |
message[3] = "* I mean, it is quite# unbelievable." |
124 |
message[4] = "* A few humans have# wandered into the# Underground before but..." |
125 |
message[5] = "* They never set foot on# these sands." |
126 |
message[6] = "* My name is Ceroba." |
127 |
message_col[6][0] = " Ceroba " |
128 |
message[7] = "* I'm a friend of Star's# but not part of his# posse." |
129 |
message[8] = "* They're a bit too...# rowdy for my taste." |
130 |
message[9] = "* May I ask your name?" |
131 |
ch_msg = 9 |
132 |
ch[1] = "Clover" |
133 |
message[10] = "* Welcome to the# Underground, Clover." |
134 |
message[11] = "* Your attire is# surprising, I must say." |
135 |
message[12] = "* But um... I won't press# you on the matter." |
136 |
message[13] = "* I'm afraid Star is going# to drag you into his# activities for a while." |
137 |
message[14] = "* You must have places to# go, correct?" |
138 |
message[15] = "* The Castle... the# barrier. You probably# want to go home." |
139 |
message[16] = "* If I'm being honest, I# haven't seen Star this# ecstatic in some time." |
140 |
message[17] = "* Maybe you should# entertain him a bit;# roll with his punches." |
141 |
message[18] = "* He'll probably allow# you to leave eventually." |
142 |
message[19] = "* Well..." |
143 |
message[20] = "* Good luck, Clover." |
144 |
prt[0] = 377 |
145 |
prt[1] = 370 |
146 |
prt[2] = 370 |
147 |
prt[3] = 377 |
148 |
prt[4] = 371 |
149 |
prt[5] = 371 |
150 |
prt[6] = 372 |
151 |
prt[7] = 372 |
152 |
prt[8] = 374 |
153 |
prt[9] = 372 |
154 |
prt[10] = 372 |
155 |
prt[11] = 395 |
156 |
prt[12] = 370 |
157 |
prt[13] = 371 |
158 |
prt[14] = 370 |
159 |
prt[15] = 371 |
160 |
prt[16] = 374 |
161 |
prt[17] = 372 |
162 |
prt[18] = 372 |
163 |
prt[19] = 395 |
164 |
prt[20] = 372 |
165 |
if (message_current == 20) |
166 |
{ |
167 |
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_blossom, 1500) |
168 |
other.scene++ |
169 |
} |
170 |
} |
171 |
} |
172 |
break |
173 |
case 3: |
174 |
if global.dialogue_open |
175 |
return; |
176 |
global.dunes_flag[21] = 1 |
177 |
scene = 4 |
178 |
scr_radio_restart() |
179 |
scr_radio_fadescr_radio_fadefunction scr_radio_fade(argument0, argument1) //gml_Script_scr_radio_fade
{
var fade_vol = argument0
var fade_len = argument1
with (obj_radio)
audio_sound_gain(current_song, fade_vol, fade_len)
} (1, 0) |
180 |
sprite_index = spr_ceroba_cool |
181 |
scr_cutscene_end() |
182 |
instance_destroy(obj_player_npc) |
183 |
break |
184 |
} |