1 |
script_execute(scr_depth, 0, 0, 0, 0, 0); |
2 |
if ((global.flag[24 Flowey introduction progress] == 0 && room == rm_darkruins_03) && waiter == 1) |
3 |
{ |
4 |
scr_cutscene_start(); |
5 |
waiter = 2; |
6 |
image_alpha = 255; |
7 |
} |
8 |
if (obj_pl.state == scr_frozen_state && waiter == 2) |
9 |
{ |
10 |
if (!instance_exists(obj_dialogue)) |
11 |
msg = instance_create(x, y, obj_dialogue); |
12 |
if (global.meta_flowey_introduction_count >= 2) |
13 |
{ |
14 |
with (msg) |
15 |
{ |
16 |
position = 0; |
17 |
sndfnt = 96; |
18 |
color = true; |
19 |
col_modif[0] = 65535; |
20 |
col_modif[1] = 255; |
21 |
message[0] = "* Howdy!"; |
22 |
message[1] = "* I'm FLOWEY. "; |
23 |
message_col[1][0] = " FLOWEY "; |
24 |
message[2] = "* FLOWEY the FLOWER!"; |
25 |
message_col[2][0] = " FLOWEY FLOWER "; |
26 |
message[3] = "* Hmm..."; |
27 |
message[4] = "* You look like a pretty# confident person."; |
28 |
message[5] = "* I shouldn't hold you# here all day should I?"; |
29 |
message[6] = "* Wouldn't want to be a# hindrance!"; |
30 |
message[7] = "* I'll letcha go, but you# should know this at# least:"; |
31 |
message[8] = "* King ASGORE is# responsible for# everything."; |
32 |
message_col[8][1] = " ASGORE "; |
33 |
message[9] = "* Seek him out and do# what you must."; |
34 |
message[10] = "* Also..."; |
35 |
message[11] = "* If you ever run into# trouble, I can SAVE for# you!"; |
36 |
message[12] = "* Just come look for# these things and I'll be# there!"; |
37 |
prt[0] = 348; |
38 |
prt[1] = 348; |
39 |
prt[2] = 348; |
40 |
prt[3] = 347; |
41 |
prt[4] = 348; |
42 |
prt[5] = 348; |
43 |
prt[6] = 347; |
44 |
prt[7] = 348; |
45 |
prt[8] = 348; |
46 |
prt[9] = 348; |
47 |
prt[10] = 347; |
48 |
prt[11] = 348; |
49 |
prt[12] = 348; |
50 |
other.waiter = 1; |
51 |
global.flag[24 Flowey introduction progress] = 1; |
52 |
} |
53 |
} |
54 |
else if (global.meta_flowey_introduction_count == 1) |
55 |
{ |
56 |
with (msg) |
57 |
{ |
58 |
position = 0; |
59 |
sndfnt = 96; |
60 |
color = true; |
61 |
col_modif[0] = 65535; |
62 |
col_modif[1] = 255; |
63 |
message[0] = "* Howdy!"; |
64 |
message[1] = "* I'm FLOWEY. "; |
65 |
message_col[1][0] = " FLOWEY "; |
66 |
message[2] = "* FLOWEY the FLOWER!"; |
67 |
message_col[2][0] = " FLOWEY FLOWER "; |
68 |
message[3] = "* Hmmm..."; |
69 |
message[4] = "* You look confused."; |
70 |
message[5] = "* Toriel ought to have# taught you how things# work around here!"; |
71 |
message[6] = "* She didn't?"; |
72 |
message[7] = "* I guess little old me# will have to do then."; |
73 |
message[8] = "* Do you want me to teach# ya?"; |
74 |
prt[0] = 348; |
75 |
prt[1] = 348; |
76 |
prt[2] = 348; |
77 |
prt[3] = 347; |
78 |
prt[4] = 357; |
79 |
prt[5] = 347; |
80 |
prt[6] = 348; |
81 |
prt[7] = 3251; |
82 |
prt[8] = 348; |
83 |
col_modif[0] = 65535; |
84 |
ch_msg = 8; |
85 |
ch[1] = "Yes"; |
86 |
ch[2] = "No"; |
87 |
if (outcome == 1) |
88 |
{ |
89 |
global.dialogue_open = false; |
90 |
other.waiter = 3; |
91 |
} |
92 |
if (outcome == 2) |
93 |
{ |
94 |
message[9] = "* I see..."; |
95 |
message[10] = "* Going in headstrong - I# like it!"; |
96 |
message[11] = "* Well you should know# this at least:"; |
97 |
message[12] = "* Those humans you're# after?"; |
98 |
message[13] = "* Sorry, but..."; |
99 |
message[14] = "* King ASGORE has already# gotten to 'em."; |
100 |
message_col[14][0] = ""; |
101 |
message_col[14][1] = " ASGORE "; |
102 |
message[15] = "* On the bright side, I# hear their SOULs are in# holding."; |
103 |
message[16] = "* Do what you will with# that information."; |
104 |
message[17] = "* Also..."; |
105 |
message[18] = "* Whenever you need help,# I can SAVE for you!"; |
106 |
message[19] = "* That means if anything# bad happens, I can make# it unhappen!"; |
107 |
message[20] = "* So if you ever need to# save, come look for me!"; |
108 |
message[21] = "* I'll leave these little# things around for you."; |
109 |
prt[9] = 353; |
110 |
prt[10] = 348; |
111 |
prt[11] = 347; |
112 |
prt[12] = 348; |
113 |
prt[13] = 353; |
114 |
prt[14] = 352; |
115 |
prt[15] = 348; |
116 |
prt[16] = 348; |
117 |
prt[17] = 347; |
118 |
prt[18] = 348; |
119 |
prt[19] = 348; |
120 |
prt[20] = 348; |
121 |
prt[21] = 347; |
122 |
other.waiter = 1; |
123 |
global.flag[24 Flowey introduction progress] = 1; |
124 |
} |
125 |
} |
126 |
} |
127 |
else if (global.meta_flowey_introduction_count == 0) |
128 |
{ |
129 |
with (msg) |
130 |
{ |
131 |
position = 0; |
132 |
color = true; |
133 |
sndfnt = 96; |
134 |
message[0] = "* Howdy!#* I'm FLOWEY. #* FLOWEY the FLOWER!"; |
135 |
message[1] = "* Hmm... #* You look confused!"; |
136 |
message[2] = "* Toriel ought to have # taught you how things # work around here!"; |
137 |
message[3] = "* She didn't?"; |
138 |
message[4] = "* I guess little old me # will have to do then.#* Ready? Here we go!"; |
139 |
message_col[0][0] = " # FLOWEY # FLOWEY FLOWER "; |
140 |
col_modif[0] = 65535; |
141 |
prt[0] = 348; |
142 |
prt[1] = 357; |
143 |
prt[2] = 347; |
144 |
prt[3] = 352; |
145 |
prt[4] = 348; |
146 |
} |
147 |
waiter = 3; |
148 |
} |
149 |
} |
150 |
if ((!instance_exists(obj_dialogue) && waiter == 3) && global.flag[24 Flowey introduction progress] == 0) |
151 |
{ |
152 |
instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle); |
153 |
global.battle_enemy_name = "flowey intro"; |
154 |
global.current_room_overworld = room_get_name(room); |
155 |
global.battling_boss = false; |
156 |
global.battle_start = true; |
157 |
instance_destroy(); |
158 |
waiter = 4; |
159 |
} |
160 |
if ((global.flag[24 Flowey introduction progress] == 1 && room == rm_darkruins_03) && waiter == 0) |
161 |
{ |
162 |
image_alpha = 255; |
163 |
obj_pl.direction = 90; |
164 |
global.cutscene = true; |
165 |
if (!instance_exists(obj_dialogue)) |
166 |
msg = instance_create(x, y, obj_dialogue); |
167 |
with (msg) |
168 |
{ |
169 |
position = 0; |
170 |
sndfnt = 96; |
171 |
message[0] = "* You probably want to go# home, don'tcha?#"; |
172 |
message[1] = "* Well you've got a long # journey ahead!"; |
173 |
message[2] = "* If you ever need to save,# come look for me!"; |
174 |
message[3] = "* I'll leave these little # things around for you."; |
175 |
prt[0] = 347; |
176 |
prt[1] = 348; |
177 |
prt[2] = 348; |
178 |
prt[3] = 348; |
179 |
} |
180 |
waiter = 1; |
181 |
} |
182 |
if ((!instance_exists(obj_dialogue) && waiter == 1) && global.flag[24 Flowey introduction progress] == 1) |
183 |
{ |
184 |
image_speed = 0.2; |
185 |
sprite_index = spr_floweyleave; |
186 |
} |
187 |
if ((global.flag[24 Flowey introduction progress] == 2 && room == rm_darkruins_03) && waiter == 1 && !instance_exists(obj_dialogue)) |
188 |
{ |
189 |
waiter = 2; |
190 |
image_alpha = 255; |
191 |
if (obj_pl.state == scr_frozen_state && waiter == 2) |
192 |
{ |
193 |
if (!instance_exists(obj_dialogue)) |
194 |
msg = instance_create(x, y, obj_dialogue); |
195 |
if (global.meta_flowey_introduction_count >= 2) |
196 |
{ |
197 |
with (msg) |
198 |
{ |
199 |
position = 0; |
200 |
sndfnt = 96; |
201 |
message[0] = "* Well, I suppose that's# that."; |
202 |
message[1] = "* Go get 'em, buddy!"; |
203 |
prt[0] = 347; |
204 |
prt[1] = 348; |
205 |
} |
206 |
} |
207 |
else if (global.meta_flowey_introduction_count == 1) |
208 |
{ |
209 |
with (msg) |
210 |
{ |
211 |
position = 0; |
212 |
sndfnt = 96; |
213 |
message[0] = "* Well, that pretty much# covers it!"; |
214 |
message[1] = "* Good luck, pal!"; |
215 |
prt[0] = 348; |
216 |
prt[1] = 3251; |
217 |
} |
218 |
} |
219 |
else if (global.meta_flowey_introduction_count == 0) |
220 |
{ |
221 |
with (msg) |
222 |
{ |
223 |
position = 0; |
224 |
sndfnt = 96; |
225 |
color = true; |
226 |
col_modif[0] = 255; |
227 |
message[0] = "* That way it's easy to # find me!"; |
228 |
message[1] = "* If you see one don't # hesitate to call me! "; |
229 |
message[2] = "* And then I'll save # for you. Like I just # saved for you now!"; |
230 |
message[3] = "* ..."; |
231 |
message[4] = "* There's one more# thing..."; |
232 |
message[5] = "* The king of all the# monsters, ASGORE..."; |
233 |
message[6] = "* He's been killing# humans."; |
234 |
message[7] = "* The only way out is# killing him and... # well..."; |
235 |
message[8] = "* You're pretty small..."; |
236 |
message[9] = "* That doesn't matter too# much though."; |
237 |
message[10] = "* What matters is you've# got me on your# side!"; |
238 |
message[11] = "* I'll let you get going,# but please be careful."; |
239 |
message[12] = "* There's all sortsa # dangerous traps down# here."; |
240 |
message[13] = "* And some of the # monsters in this# place..."; |
241 |
message[14] = "* I hear they don't # like visitors.# So good luck!"; |
242 |
message_col[5][0] = " # ASGORE "; |
243 |
prt[0] = 348; |
244 |
prt[1] = 348; |
245 |
prt[2] = 347; |
246 |
prt[3] = 354; |
247 |
prt[4] = 357; |
248 |
prt[5] = 352; |
249 |
prt[6] = 352; |
250 |
prt[7] = 353; |
251 |
prt[8] = 356; |
252 |
prt[9] = 352; |
253 |
prt[10] = 348; |
254 |
prt[11] = 348; |
255 |
prt[12] = 357; |
256 |
prt[13] = 354; |
257 |
prt[14] = 357; |
258 |
} |
259 |
} |
260 |
waiter = 3; |
261 |
} |
262 |
} |
263 |
if ((!instance_exists(obj_dialogue) && waiter == 3) && global.flag[24 Flowey introduction progress] == 2) |
264 |
{ |
265 |
global.flag[24 Flowey introduction progress] = 3; |
266 |
scr_savegamescr_savegamefunction scr_savegame()
{
if (file_exists("Save.sav"))
file_delete("Save.sav");
ini_open("Save.sav");
var SavedRoom = room_get_name(room);
ini_write_string("Save1", "room", SavedRoom);
ini_write_real("Save1", "pX", obj_pl.x);
ini_write_real("Save1", "pY", obj_pl.y);
ini_write_real("Save1", "dir", obj_pl.direction);
SavedRoom = room;
ini_write_real("Save1", "HP", global.current_hp_self);
ini_write_real("Save1", "MAXHP", global.max_hp_self);
ini_write_real("Save1", "PP", global.current_pp_self);
ini_write_real("Save1", "MAXPP", global.max_pp_self);
ini_write_real("Save1", "SP", global.current_sp_self);
ini_write_real("Save1", "MAXSP", global.max_sp_self);
ini_write_real("Save1", "RP", global.current_rp_self);
ini_write_real("Save1", "MAXRP", global.max_rp_self);
ini_write_real("Save1", "AT - Primary", global.player_attack);
ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack);
ini_write_real("Save1", "DFP", global.player_defense);
ini_write_real("Save1", "DFS", global.player_armor_modifier_defense);
ini_write_real("Save1", "LV", global.player_level);
ini_write_real("Save1", "EXP", global.player_exp);
ini_write_real("Save1", "Gold", global.player_gold);
ini_write_string("Save1", "Armor", global.player_armor);
ini_write_string("Save1", "Weapon", global.player_weapon);
ini_write_string("Save1", "Ammo", global.player_weapon_modifier);
ini_write_string("Save1", "Accessory", global.player_armor_modifier);
ini_write_string("Save1", "rmName", global.saveroom);
ini_write_string("Save1", "playerSprite", global.player_sprites);
ini_write_real("Save1", "playerCanRun", global.player_can_run);
if (global.party_member == -4)
ini_write_string("Save1", "Follower", "noone");
else
ini_write_string("Save1", "Follower", object_get_name(global.party_member));
ini_write_real("Save1", "Satchel", global.player_has_satchel);
ini_write_real("Save1", "FTravel", global.player_can_travel);
scr_determine_playtime();
ini_write_real("Playtime", "Seconds", global.elapsed_seconds);
var ds_list_encounters = ds_list_write(global.encounter_list);
ini_write_string("Encounters", "0", ds_list_encounters);
var ds_list_steal = ds_list_write(global.steal_list);
ini_write_string("Steal", "0", ds_list_steal);
var ds_list_fasttravel = ds_list_write(global.fast_travel_list);
ini_write_string("FastTravel", "0", ds_list_fasttravel);
var inv1 = global.item_slot[1];
ini_write_string("Items", "00", global.item_slot[1]);
ini_write_string("Items", "01", global.item_slot[2]);
ini_write_string("Items", "02", global.item_slot[3]);
ini_write_string("Items", "03", global.item_slot[4]);
ini_write_string("Items", "04", global.item_slot[5]);
ini_write_string("Items", "05", global.item_slot[6]);
ini_write_string("Items", "06", global.item_slot[7]);
ini_write_string("Items", "07", global.item_slot[8]);
var ds_list_string = ds_list_write(global.box_slot_list);
ini_write_string("DBox", "0", ds_list_string);
ini_write_real("Misc", "01", global.tinypuzzle);
for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]);
for (var i = 0; i < array_length_1d(global.flag); i++)
ini_write_real("Flags", string(i), global.flag[i]);
for (var i = 0; i < array_length_1d(global.snowdin_flag); i++)
ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]);
for (var i = 0; i < array_length_1d(global.dunes_flag); i++)
ini_write_real("DunesFlags", string(i), global.dunes_flag[i]);
for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]);
for (var i = 0; i < array_length_1d(global.sworks_flag); i++)
ini_write_real("SworksFlags", string(i), global.sworks_flag[i]);
ini_write_string("SworksFlags", "code", global.factory_code);
ds_list_string = ds_list_write(global.factory_code_2);
ini_write_string("SworksFlags", "code2", ds_list_string);
ini_write_string("SworksFlags", "code3", global.factory_code_3);
ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count);
for (var i = 0; i < global.sworks_robot_count; i++)
{
ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]);
ini_write_real("RbX", string(i), global.sworks_robot_x[i]);
ini_write_real("RbY", string(i), global.sworks_robot_y[i]);
ini_write_real("RbD", string(i), global.sworks_robot_depth[i]);
ini_write_real("RbS", string(i), global.sworks_robot_scale[i]);
ini_write_real("RbA", string(i), global.sworks_robot_angle[i]);
}
ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid));
for (var i = 0; i < array_length_1d(global.item_stock); i++)
ini_write_real("ItemStock", string(i), global.item_stock[i]);
for (var i = 0; i < array_length_1d(global.hotland_flag); i++)
ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]);
for (var i = 0; i < array_length_1d(global.flowey_flag); i++)
ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]);
ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number);
ini_write_real("FloweyFlags", "savecount", global.save_count);
for (var i = 0; i < array_length_1d(global.extra_flag); i++)
ini_write_real("ExtraFlags", string(i), global.extra_flag[i]);
for (var i = 0; i < array_length_1d(global.mail_flag); i++)
ini_write_real("MailFlags", string(i), global.mail_flag[i]);
ds_list_string = ds_list_write(global.mail_list);
ini_write_string("Mail", "0", ds_list_string);
ds_list_string = ds_list_write(global.mail_unclaimed_list);
... (); |
267 |
image_speed = 0.2; |
268 |
sprite_index = spr_floweyleave; |
269 |
audio_sound_gain(mus_floweynew_yellow, 0, 2000); |
270 |
global.cutscene = false; |
271 |
global.meta_flowey_introduction_count += 1; |
272 |
scr_savegame_metascr_savegame_metafunction scr_savegame_meta()
{
if (file_exists("Save02.sav"))
file_delete("Save02.sav");
ini_open("Save02.sav");
ini_write_real("00", "00", global.meta_flowey_introduction_count);
ini_write_real("00", "01", global.meta_flowey_fight_count);
ini_write_real("00", "02", global.game_finished_pacifist);
ini_write_real("00", "03", global.game_finished_pacifist_kill);
ini_write_real("00", "04", global.game_finished_murder);
ini_write_real("Deaths", "00", global.death_count_total);
ini_write_real("Deaths", "01", global.death_count[1]);
ini_write_real("Deaths", "02", global.death_count[2]);
ini_close();
} (); |
273 |
scr_cutscene_end(); |
274 |
obj_pl.alarm[0] = 5; |
275 |
waiter = 4; |
276 |
} |
277 |
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) |
278 |
{ |
279 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
280 |
{ |
281 |
image_speed = 0; |
282 |
image_index = 0; |
283 |
} |
284 |
else |
285 |
{ |
286 |
image_speed = 0.2; |
287 |
} |
288 |
} |