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gml_Object_obj_flowey_dunes2_Step_0

(view raw script w/o annotations or w/e)
1
script_execute(scr_depth, 0, 0, 0, 0, 0);
2
if (waiter == 1)
3
{
4
    if (!instance_exists(obj_dialogue))
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        msg = instance_create(x, y, obj_dialogue);
6
    with (msg)
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    {
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        sndfnt = 96;
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        if (global.snowdin_flag[13] == 1)
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        {
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            color = true;
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            col_modif[0] = 255;
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            message[0] = "* Howdy, Clover!";
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            message[1] = "* What a day this has#  been.";
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            message[2] = "* Thanks to that guard,#  we're totally off#  course!";
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            message[3] = "* It looks like she#  ditched you as well.";
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            message[4] = "* I guess it can't be#  helped now.";
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            message[5] = "* What's important is that#  you're alive!";
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            message[5] = "* There's gotta be#  another route to#  ASGORE's Castle here.";
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            message_col[5][0] = "                  #                  #           Castle      ";
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            message[6] = "* Tough it out for now#  and we'll see where#  this new path takes us.";
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            message[7] = "* A little excitement#  never hurt anyone!";
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            message[8] = "* Well... except you. Let#  me heal you up.";
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            prt[0] = 348;
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            prt[1] = 357;
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            prt[2] = 347;
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            prt[3] = 352;
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            prt[4] = 348;
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            prt[5] = 348;
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            prt[6] = 348;
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            prt[7] = 348;
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            prt[8] = 348;
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        }
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        else if (global.geno_complete[2] == true)
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        {
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            message[0] = "* Howdy, Clover!";
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            message[1] = "* Sorry about all this.";
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            message[2] = "* I'm usually pretty good#  at judging where to go#  next.";
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            message[3] = "* The raft must've been a#  trap set by that guard.";
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            message[4] = "* You outsmarted her,#  though! I'm impressed.";
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            message[5] = "* Even so, you look#  pretty beat up. Let me#  take care of that!";
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            prt[0] = 348;
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            prt[1] = 357;
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            prt[2] = 354;
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            prt[3] = 352;
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            prt[4] = 348;
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            prt[5] = 348;
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        }
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        else
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        {
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            color = true;
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            col_modif[0] = 255;
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            message[0] = "* Howdy, Clover!";
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            message[1] = "* Sorry about all this.";
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            message[2] = "* I'm usually pretty good#  at judging where to go#  next.";
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            message[3] = "* The raft must've been a#  trap set by that guard.";
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            message[4] = "* Doesn't look like#  she'll be an issue#  anymore, though.";
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            message[5] = "* You're far away from#  Snowdin now. Out of#  sight, out of mind!";
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            message[6] = "* Now we have to find a#  new way to ASGORE's#  Castle.";
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            message_col[6][0] = "                       #                     #  Castle ";
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            message[7] = "* I'll leave you to it#  but before you go, let#  me patch you up.";
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            prt[0] = 348;
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            prt[1] = 357;
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            prt[2] = 354;
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            prt[3] = 352;
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            prt[4] = 348;
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            prt[5] = 349;
68
            prt[6] = 352;
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            prt[7] = 348;
70
        }
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    }
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    waiter = 2;
73
}
74
if (waiter == 2 && !instance_exists(obj_dialogue))
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{
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    global.dunes_flag[1] = 1;
77
    scr_determine_save_area
scr_determine_save_area

function 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; ...
();
78
    instance_create(__view_get(e__VW.XView, 0) + 160, __view_get(e__VW.YView, 0) + 120, obj_savebox);
79
    audio_play_sound(snd_mainmenu_select, 1, 0);
80
    waiter = 3;
81
}
82
if (waiter == 3 && !instance_exists(obj_savebox))
83
{
84
    if (global.save_count == 0)
85
    {
86
        switch (scene)
87
        {
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            case 0:
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                cutscene_wait(0.5);
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                break;
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            case 1:
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                cutscene_dialogue();
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                with (msg)
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                {
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                    sndfnt = 96;
96
                    message[0] = "* Okay, what is going on?";
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                    message[1] = "* I've been trying to#  stay positive and#  supportive but...";
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                    message[2] = "* Seriously?";
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                    message[3] = "* Why won't you save?";
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                    message[4] = "* Does that word scare#  you?";
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                    message[5] = "* It can't hurt you, see?";
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                    message[6] = "* S - A - V - E.\t";
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                    message[7] = "* Hey, you're still#  alive! It's a miracle!\t";
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                    message[8] = "* ...No? Okay.";
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                    message[9] = "* I just...";
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                    message[10] = "* I would hope I've#  proved my#  trustworthiness by now.\t";
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                    message[11] = "* But no, it's fine...\t";
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                    message[12] = "* Guess you don't#  appreciate me...\t";
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                    message[13] = "* Sigh...";
110
                    prt[0] = 351;
111
                    prt[1] = 351;
112
                    prt[2] = 3382;
113
                    prt[3] = 351;
114
                    prt[4] = 353;
115
                    prt[5] = 352;
116
                    prt[6] = 351;
117
                    prt[7] = 3640;
118
                    prt[8] = 353;
119
                    prt[9] = 352;
120
                    prt[10] = 356;
121
                    prt[11] = 356;
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                    prt[12] = 356;
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                    prt[13] = 356;
124
                }
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                break;
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            case 2:
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                cutscene_wait(1);
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                break;
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            case 3:
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                cutscene_dialogue();
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                with (msg)
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                {
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                    sndfnt = 96;
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                    message[0] = "* ...\t";
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                    message[1] = "* Nothing? \t";
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                    message[2] = "* It was worth a shot.\t";
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                    message[3] = "* Just know, you're#  running a HUGE risk by#  not saving.";
138
                    prt[0] = 352;
139
                    prt[1] = 352;
140
                    prt[2] = 3692;
141
                    prt[3] = 352;
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                }
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                break;
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            case 4:
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                scene = 0;
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                image_index = 0;
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                sprite_index = spr_floweyleave;
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                image_speed = 0.2;
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                waiter = 4;
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                break;
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        }
152
    }
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    else
154
    {
155
        image_index = 0;
156
        sprite_index = spr_floweyleave;
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        image_speed = 0.2;
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        waiter = 4;
159
    }
160
}
161
if (waiter == 4 && image_index >= (image_number - 1))
162
{
163
    instance_destroy();
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    instance_create(x, y, obj_determination);
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    scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
166
}
167
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96)
168
{
169
    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
170
    {
171
        image_speed = 0;
172
        image_index = 0;
173
    }
174
    else
175
    {
176
        image_speed = 0.2;
177
    }
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}
179
180
enum e__VW
181
{
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    XView,
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    YView,
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    WView,
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    HView,
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    Angle,
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    HBorder,
188
    VBorder,
189
    HSpeed,
190
    VSpeed,
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    Object,
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    Visible,
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    XPort,
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    YPort,
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    WPort,
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    HPort,
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    Camera,
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    SurfaceID
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}