1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.y <= 320) |
5 |
{ |
6 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
7 |
cutscene_advance(); |
8 |
} |
9 |
break; |
10 |
case 1: |
11 |
cutscene_npc_walk(1168, 200, 270, 2, "y", "up"); |
12 |
scene++; |
13 |
break; |
14 |
case 2: |
15 |
cutscene_wait(1.5); |
16 |
break; |
17 |
case 3: |
18 |
obj_determination.image_alpha = 0; |
19 |
var flowey = instance_create(obj_determination.x, obj_determination.y, obj_flowey_npc); |
20 |
flowey.image_alpha = 0; |
21 |
scene++; |
22 |
break; |
23 |
case 4: |
24 |
obj_flowey_npc.image_alpha = 1; |
25 |
cutscene_npc_action_sprite(3194, 242, 0.2, false); |
26 |
break; |
27 |
case 5: |
28 |
cutscene_wait(0.5); |
29 |
break; |
30 |
case 6: |
31 |
cutscene_dialogue(); |
32 |
with (msg) |
33 |
{ |
34 |
talker[0] = 3194; |
35 |
message[0] = "* Howdy!"; |
36 |
prt[0] = 348; |
37 |
} |
38 |
break; |
39 |
case 7: |
40 |
cutscene_wait(0.5); |
41 |
break; |
42 |
case 8: |
43 |
cutscene_npc_direction(3194, "up"); |
44 |
break; |
45 |
case 9: |
46 |
cutscene_wait(1); |
47 |
break; |
48 |
case 10: |
49 |
cutscene_camera_move(obj_pl.x, 180, 1); |
50 |
break; |
51 |
case 11: |
52 |
cutscene_wait(1); |
53 |
break; |
54 |
case 12: |
55 |
cutscene_dialogue(); |
56 |
with (msg) |
57 |
{ |
58 |
talker[0] = 3194; |
59 |
message[0] = "* Gee, wouldja look at# that...\t"; |
60 |
message[1] = "* I can almost see the# King's Castle from here!"; |
61 |
prt[0] = 348; |
62 |
prt[1] = 348; |
63 |
} |
64 |
break; |
65 |
case 13: |
66 |
cutscene_wait(0.5); |
67 |
break; |
68 |
case 14: |
69 |
cutscene_npc_direction(3194, "down"); |
70 |
break; |
71 |
case 15: |
72 |
if (cutscene_dialogue()) |
73 |
{ |
74 |
if (global.route == 3) |
75 |
cutscene_advance(22); |
76 |
} |
77 |
with (msg) |
78 |
{ |
79 |
talker[0] = 3194; |
80 |
color = true; |
81 |
col_modif[0] = 255; |
82 |
message[0] = "* Heh, ASGORE..."; |
83 |
message[1] = "* Monsters shower him# with praise but it's# totally overblown."; |
84 |
message[2] = "* See, he's what they# call a 'Boss Monster'."; |
85 |
message_col[2][0] = " # 'Boss Monster' "; |
86 |
message[3] = "* Means he has special# traits; more power than# others..."; |
87 |
message[4] = "* When you take him down,# his SOUL will stay# intact."; |
88 |
message[5] = "* But only for a moment# before... BOOM! You win."; |
89 |
message[6] = "* I've heard the guy's# immortal too. Can't age# a second!"; |
90 |
message[7] = "* At least, not anymore.\t"; |
91 |
message[8] = "* Wild, huh?"; |
92 |
prt[0] = 347; |
93 |
prt[1] = 3640; |
94 |
prt[2] = 353; |
95 |
prt[3] = 348; |
96 |
prt[4] = 347; |
97 |
prt[5] = 3251; |
98 |
prt[6] = 348; |
99 |
prt[7] = 353; |
100 |
prt[8] = 348; |
101 |
if (global.route == 3) |
102 |
{ |
103 |
ch_msg = 10; |
104 |
ch[1] = "..."; |
105 |
message[4] = "* When you inevitably# kill him, his SOUL will# stay intact."; |
106 |
message[5] = "* But only for a moment# before... BOOM! It's# gone forever."; |
107 |
message[6] = "* I'll let you in on a# little secret though..."; |
108 |
message[7] = "* In that short window of# time, you can reach out# and take his SOUL."; |
109 |
message[8] = "* With its power, you'll# be able to cross the# barrier and return home."; |
110 |
message[9] = "* Your back turned on the# Underground, your duty# fulfilled."; |
111 |
message[10] = "* Doesn't that sound# nice?"; |
112 |
message[11] = "* Yes? No?"; |
113 |
message[12] = "* Come on, gimme# something!\t"; |
114 |
message[13] = "* ..."; |
115 |
message[14] = "* Fine."; |
116 |
message[15] = "* You're becoming harder# and harder to read, you# know that?\t"; |
117 |
message[16] = "* A little too “broody”# for my taste too."; |
118 |
message[17] = "* Sigh..."; |
119 |
message[18] = "* Just keep your eyes on# the Castle, okay?"; |
120 |
message[19] = "* Okay."; |
121 |
prt[4] = 347; |
122 |
prt[5] = 348; |
123 |
prt[6] = 349; |
124 |
prt[7] = 349; |
125 |
prt[8] = 348; |
126 |
prt[9] = 347; |
127 |
prt[10] = 348; |
128 |
prt[11] = 352; |
129 |
prt[12] = 357; |
130 |
prt[13] = 353; |
131 |
prt[14] = 348; |
132 |
prt[15] = 357; |
133 |
prt[16] = 347; |
134 |
prt[17] = 353; |
135 |
prt[18] = 352; |
136 |
prt[19] = 348; |
137 |
} |
138 |
} |
139 |
break; |
140 |
case 16: |
141 |
cutscene_npc_direction(3194, "up"); |
142 |
break; |
143 |
case 17: |
144 |
cutscene_wait(0.5); |
145 |
break; |
146 |
case 18: |
147 |
cutscene_dialogue(); |
148 |
with (msg) |
149 |
{ |
150 |
talker[0] = 3194; |
151 |
message[0] = "* Boss Monsters know how# to cling to life, that's# for sure."; |
152 |
prt[0] = 353; |
153 |
} |
154 |
break; |
155 |
case 19: |
156 |
cutscene_wait(1); |
157 |
break; |
158 |
case 20: |
159 |
cutscene_npc_direction(3194, "down"); |
160 |
break; |
161 |
case 21: |
162 |
cutscene_dialogue(); |
163 |
with (msg) |
164 |
{ |
165 |
talker[0] = 3194; |
166 |
message[0] = "* Hey, don't let all that# info scare ya!"; |
167 |
message[1] = "* Immortal doesn't mean# invincible!"; |
168 |
message[2] = "* And still, a human SOUL# is more powerful than a# Boss Monster SOUL."; |
169 |
message[3] = "* ASGORE may seem# intimidating but it's# all show."; |
170 |
message[4] = "* Deep down, he's afraid# of you. A true pushover."; |
171 |
message[5] = "* Anyway, just thought# I'd prepare my pal for# what's to come!"; |
172 |
prt[0] = 348; |
173 |
prt[1] = 3251; |
174 |
prt[2] = 348; |
175 |
prt[3] = 348; |
176 |
prt[4] = 349; |
177 |
prt[5] = 348; |
178 |
} |
179 |
break; |
180 |
case 22: |
181 |
global.dunes_flag[54] = 1; |
182 |
current_save_number = 1; |
183 |
scr_determine_save_areascr_determine_save_areafunction 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;
... (); |
184 |
if (global.flowey_save_number < current_save_number) |
185 |
global.flowey_save_number = current_save_number; |
186 |
box = instance_create(__view_get(e__VW.XView, 0) + 160, __view_get(e__VW.YView, 0) + 120, obj_savebox); |
187 |
audio_play_sound(snd_mainmenu_select, 1, 0); |
188 |
global.menu_sprite = 3298; |
189 |
scene++; |
190 |
break; |
191 |
case 23: |
192 |
if (instance_exists(obj_savebox)) |
193 |
{ |
194 |
exit; |
195 |
} |
196 |
else |
197 |
{ |
198 |
global.cutscene = true; |
199 |
if (cutscene_npc_action_sprite(3194, 245, 0.2)) |
200 |
{ |
201 |
instance_destroy(obj_flowey_npc); |
202 |
obj_determination.image_alpha = 1; |
203 |
} |
204 |
} |
205 |
break; |
206 |
case 24: |
207 |
cutscene_wait(1); |
208 |
break; |
209 |
case 25: |
210 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 2); |
211 |
break; |
212 |
case 26: |
213 |
cutscene_end(); |
214 |
cutscene_camera_reset(); |
215 |
break; |
216 |
} |
217 |
|
218 |
enum e__VW |
219 |
{ |
220 |
XView, |
221 |
YView, |
222 |
WView, |
223 |
HView, |
224 |
Angle, |
225 |
HBorder, |
226 |
VBorder, |
227 |
HSpeed, |
228 |
VSpeed, |
229 |
Object, |
230 |
Visible, |
231 |
XPort, |
232 |
YPort, |
233 |
WPort, |
234 |
HPort, |
235 |
Camera, |
236 |
SurfaceID |
237 |
} |