| 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 |
} |