1 |
if (scr_interactscr_interactfunction scr_interact()
{
if (distance_to_object(obj_pl) < 20 && obj_pl.state == 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) && !interacted_with) |
2 |
{ |
3 |
scene = 0; |
4 |
interacted_with = true; |
5 |
scr_cutscene_start(); |
6 |
} |
7 |
if (interacted_with) |
8 |
{ |
9 |
if (scene == 0) |
10 |
{ |
11 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
12 |
with (msg) |
13 |
{ |
14 |
ch_msg = 2; |
15 |
ch[1] = "Yes"; |
16 |
ch[2] = "No"; |
17 |
message[0] = "* (You examine the# bookshelf...)\t"; |
18 |
message[1] = "* (A title called \"Mysteries of# the Underground\" catches your# eye.)\t"; |
19 |
message[2] = "* (Read it?)"; |
20 |
if (outcome == 1) |
21 |
{ |
22 |
instance_destroy(); |
23 |
other.scene = 1; |
24 |
exit; |
25 |
} |
26 |
if (outcome == 2) |
27 |
{ |
28 |
global.dialogue_open = false; |
29 |
other.interacted_with = false; |
30 |
scr_cutscene_end(); |
31 |
} |
32 |
} |
33 |
} |
34 |
if (scene == 1) |
35 |
{ |
36 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
37 |
with (msg) |
38 |
{ |
39 |
message[0] = "* Chapter One: Blunko's# Blunder."; |
40 |
message[1] = "* Located in Oasis Valley, in a# modern cafe you can't miss,# lies an arcade cabinet."; |
41 |
message[2] = "* Painted blue and coated with a# thick layer of dust, it sits# there, out of order."; |
42 |
message[3] = "* Few monsters recall seeing it# up and running and that might# be on purpose."; |
43 |
message[4] = "* On the cabinet, two logos# reside: Team Y and Blunko# Industries."; |
44 |
message[5] = "* The same two human companies# that created the Mew Mew Love# Blaster cabinet."; |
45 |
message[6] = "* Legends say it was playable# for a time after it was# recovered from the dump..."; |
46 |
message[7] = "* ...but its contents were# \"unpleasant\" upon experience.#\t"; |
47 |
message[8] = "* (You flip to the next# chapter.)"; |
48 |
message[9] = "* (Continue reading?)"; |
49 |
ch_msg = 9; |
50 |
ch[1] = "Yes"; |
51 |
ch[2] = "No"; |
52 |
if (outcome == 1) |
53 |
{ |
54 |
global.dialogue_open = false; |
55 |
instance_destroy(); |
56 |
other.scene = 2; |
57 |
other.timer = 10; |
58 |
exit; |
59 |
} |
60 |
if (outcome == 2) |
61 |
{ |
62 |
global.dialogue_open = false; |
63 |
other.interacted_with = false; |
64 |
other.scene = 0; |
65 |
scr_cutscene_end(); |
66 |
} |
67 |
} |
68 |
} |
69 |
if (scene == 2) |
70 |
{ |
71 |
if (!scr_timerscr_timerfunction scr_timer()
{
if (timer > 0)
{
timer--;
return false;
}
else
{
return true;
}
} ()) |
72 |
exit; |
73 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
74 |
with (msg) |
75 |
{ |
76 |
message[0] = "* Chapter Two: The Path."; |
77 |
message[1] = "* The Underground is a vast# place."; |
78 |
message[2] = "* Throughout it are pathways# and/or fences to lead monsters# from place to place."; |
79 |
message[3] = "* But maybe, just maybe, the# paths are truly there to keep# you safe."; |
80 |
message[4] = "* In a report from 20XX, a# father recalled fishing with# his son in the Snowdin forest."; |
81 |
message[5] = "* As the father prepared his# line, his son wandered past the# fence and into the trees."; |
82 |
message[6] = "* The father didn't notice at# first but soon began to search# for the child.\t"; |
83 |
message[7] = "* \"Before I found ____, it felt# like I was in a daze,\" the# father recounts."; |
84 |
message[8] = "* \"Just... nothing out there.\""; |
85 |
message[9] = "* (You flip to the next# chapter.)"; |
86 |
message[10] = "* (Continue reading?)"; |
87 |
ch_msg = 10; |
88 |
ch[1] = "Yes"; |
89 |
ch[2] = "No"; |
90 |
if (outcome == 1) |
91 |
{ |
92 |
global.dialogue_open = false; |
93 |
instance_destroy(); |
94 |
other.scene = 3; |
95 |
other.timer = 10; |
96 |
exit; |
97 |
} |
98 |
if (outcome == 2) |
99 |
{ |
100 |
global.dialogue_open = false; |
101 |
other.interacted_with = false; |
102 |
other.scene = 0; |
103 |
scr_cutscene_end(); |
104 |
} |
105 |
} |
106 |
} |
107 |
if (scene == 3) |
108 |
{ |
109 |
if (!scr_timerscr_timerfunction scr_timer()
{
if (timer > 0)
{
timer--;
return false;
}
else
{
return true;
}
} ()) |
110 |
exit; |
111 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
112 |
with (msg) |
113 |
{ |
114 |
message[0] = "* Chapter Three: The Phantom# SOUL.\t"; |
115 |
message[1] = "* Seven human SOULS are all it# takes to destroy the barrier# that intraps us monsters...\t"; |
116 |
message[2] = "* ...and over time, King ASGORE# and the Royal Guard have# ensured we reach that goal.\t"; |
117 |
message[3] = "* This process has been# controversial among some# residents but..."; |
118 |
message[4] = "* ...\"War is not pleasant\" says# the head of the Royal Guard.\t"; |
119 |
message[5] = "* Typically, when a human falls# into our home, they're# \"collected\" within hours."; |
120 |
message[6] = "* But one time... it took# years.\t"; |
121 |
message[7] = "* It was a typical afternoon in# Snowdin...\t"; |
122 |
message[8] = "* Suddenly, a human was spotted# in the area before swiftly# fleeing for Waterfall.\t"; |
123 |
message[9] = "* This, surprisingly, was the# last time they were seen# alive.\t"; |
124 |
message[10] = "* Officials at the time said the# disappearance most likely meant# the human was hiding.\t"; |
125 |
message[11] = "* However, the human's SOUL was# later inexplicably found deep# in Waterfall...\t"; |
126 |
message[12] = "* (...)"; |
127 |
message[13] = "* (You put the book back.)"; |
128 |
} |
129 |
if (!global.dialogue_open) |
130 |
{ |
131 |
scr_cutscene_end(); |
132 |
interacted_with = false; |
133 |
} |
134 |
} |
135 |
} |