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gml_Object_obj_mainmenu_debug_Step_0

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1
if (live_call())
2
    return global.live_result;
3
scr_get_input
scr_get_input

function scr_get_input() { if (live_call()) return global.live_result; scr_stick_press(); global.down_key = keyboard_check(vk_down) || gamepad_button_check(0, gp_padd) || gamepad_axis_value(0, gp_axislv); global.left_key = keyboard_check(vk_left) || gamepad_button_check(0, gp_padl) || -gamepad_axis_value(0, gp_axislh); global.right_key = keyboard_check(vk_right) || gamepad_button_check(0, gp_padr) || gamepad_axis_value(0, gp_axislh); global.up_key = keyboard_check(vk_up) || gamepad_button_check(0, gp_padu) || -gamepad_axis_value(0, gp_axislv); global.down_keyp = keyboard_check_pressed(vk_down) || gamepad_button_check_pressed(0, gp_padd) || down_stick; global.left_keyp = keyboard_check_pressed(vk_left) || gamepad_button_check_pressed(0, gp_padl) || left_stick; global.right_keyp = keyboard_check_pressed(vk_right) || gamepad_button_check_pressed(0, gp_padr) || right_stick; global.up_keyp = keyboard_check_pressed(vk_up) || gamepad_button_check_pressed(0, gp_padu) || up_stick; if (gamepad_button_check_pressed(0, gp_padd) + gamepad_button_check_pressed(0, gp_padu) + gamepad_button_check_pressed(0, gp_padl) + gamepad_button_check_pressed(0, gp_padr) + down_stick + left_stick + right_stick + up_stick + gamepad_button_check_pressed(0, global.button1) + gamepad_button_check_pressed(0, global.button2) + gamepad_button_check_pressed(0, global.button3) + instance_exists(obj_phone_controls)) global.using_gamepad = true; else if (keyboard_check(vk_anykey)) global.using_gamepad = false; if (global.using_gamepad) { if (global.button1 == gp_face1) global.action_key = "A"; else if (global.button1 == gp_face2) global.action_key = "B"; else if (global.button1 == gp_face3) global.action_key = "X"; else if (global.button1 == gp_face4) global.action_key = "Y"; if (global.button2 == gp_face1) global.cancel_key = "A"; else if (global.button2 == gp_face2) global.cancel_key = "B"; else if (global.button2 == gp_face3) global.cancel_key = "X"; else if (global.button2 == gp_face4) global.cancel_key = "Y"; if (global.button3 == 32769) global.pause_key = "A"; else if (global.button3 == 32770) global.pause_key = "B"; else if (global.button3 == 32771) global.pause_key = "X"; else if (global.button3 == 32772) global.pause_key = "Y"; } else { global.pause_key = "C"; global.action_key = "Z"; global.cancel_key = "X"; } if (instance_exists(obj_phone_controls)) { global.down_key += obj_phone_controls.phn_down; global.left_key += obj_phone_controls.phn_left; global.right_key += obj_phone_controls.phn_right; global.up_key += obj_phone_controls.phn_up; global.down_keyp = sign(global.down_keyp + obj_phone_controls.phn_downp); global.left_keyp = sign(global.left_keyp + obj_phone_controls.phn_leftp); global.right_keyp = sign(global.right_keyp + obj_phone_controls.phn_rightp); global.up_keyp = sign(global.up_keyp + obj_phone_controls.phn_upp); } }
();
4
if (global.down_keyp)
5
{
6
    if (menu_selection < 8)
7
        menu_selection += 1;
8
    else
9
        menu_selection = 0;
10
    audio_play_sound(snd_mo_pop, 1, 0);
11
}
12
if (global.up_keyp)
13
{
14
    if (menu_selection > 0)
15
        menu_selection -= 1;
16
    else
17
        menu_selection = 8;
18
    audio_play_sound(snd_mo_pop, 1, 0);
19
}
20
switch (menu_selection)
21
{
22
    case 0:
23
        if (keyboard_multicheck_pressed(0))
24
            scr_loadgame
scr_loadgame

function scr_loadgame() { if (file_exists("Save.sav")) { scr_initialize(); ini_open("Save.sav"); var LoadedRoom = ini_read_string("Save1", "room", "rm_ruins00"); obj_pl.x = ini_read_real("Save1", "pX", 320); obj_pl.y = ini_read_real("Save1", "pY", 320); obj_pl.direction = ini_read_real("Save1", "dir", 0); obj_controller.steps = ini_read_real("Save1", "SP", 0); global.player_attack = ini_read_real("Save1", "AT - Primary", 0); global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0); global.player_defense = ini_read_real("Save1", "DFP", 0); global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0); global.player_level = ini_read_real("Save1", "LV", 1); global.player_exp = ini_read_real("Save1", "EXP", 0); global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo"); global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat"); global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch"); global.player_gold = ini_read_real("Save1", "Gold", 0); global.current_hp_self = ini_read_real("Save1", "HP", 1); global.max_hp_self = ini_read_real("Save1", "MAXHP", 20); global.player_weapon = ini_read_string("Save1", "Weapon", "Toy Gun"); global.fun_value = ini_read_real("Save1", "FUN", 0); global.current_pp_self = ini_read_real("Save1", "PP", 0); global.max_pp_self = ini_read_real("Save1", "MAXPP", 20); global.current_sp_self = ini_read_real("Save1", "SP", 0); global.max_sp_self = ini_read_real("Save1", "MAXSP", 99); global.player_sprites = ini_read_string("Save1", "playerSprite", "normal"); global.current_rp_self = ini_read_real("Save1", "RP", 0); global.max_rp_self = ini_read_real("Save1", "MAXRP", 0); global.player_can_run = ini_read_real("Save1", "playerCanRun", 1); global.saved_datetime = date_current_datetime(); global.elapsed_seconds = ini_read_real("Playtime", "Seconds", 0); var _party_member = ini_read_string("Save1", "Follower", "noone"); if (_party_member == "noone") global.party_member = -4; else global.party_member = asset_get_index(_party_member); global.player_has_satchel = ini_read_real("Save1", "Satchel", 0); global.player_can_travel = ini_read_real("Save1", "FTravel", 0); for (var i = 0; i < array_length_1d(global.ruins_flag); i++) global.ruins_flag[i] = ini_read_real("RuinsFlags", string(i), false); for (var i = 0; i < array_length_1d(global.flag); i++) global.flag[i] = ini_read_real("Flags", string(i), false); for (var i = 0; i < array_length_1d(global.snowdin_flag); i++) global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false); for (var i = 0; i < array_length_1d(global.dunes_flag); i++) global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false); for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++) global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false); for (var i = 0; i < array_length_1d(global.sworks_flag); i++) global.sworks_flag[i] = ini_read_real("SworksFlags", string(i), false); global.factory_code = ini_read_string("SworksFlags", "code", "0000"); global.factory_code_3 = ini_read_string("SworksFlags", "code3", "0000"); var ds_factory_code_2 = ini_read_string("SworksFlags", "code2", ""); ds_list_read(global.factory_code_2, ds_factory_code_2); global.sworks_robot_count = ini_read_real("SworksFlags", "RbCount", 0); for (var i = 0; i < global.sworks_robot_count; i++) { global.sworks_robot_sprite[i] = ini_read_real("RbSprite", string(i), 0); global.sworks_robot_x[i] = ini_read_real("RbX", string(i), 0); global.sworks_robot_y[i] = ini_read_real("RbY", string(i), 0); global.sworks_robot_depth[i] = ini_read_real("RbD", string(i), 0); global.sworks_robot_scale[i] = ini_read_real("RbS", string(i), 0); global.sworks_robot_angle[i] = ini_read_real("RbA", string(i), 0); } ds_grid_read(global.sworks_id_grid, ini_read_string("SworksFlags", "sworks_id", "")); for (var i = 0; i < array_length_1d(global.item_stock); i++) global.item_stock[i] = ini_read_real("ItemStock", string(i), false); for (var i = 0; i < array_length_1d(global.hotland_flag); i++) global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false); for (var i = 0; i < array_length_1d(global.flowey_flag); i++) global.flowey_flag[i] = ini_read_real("FloweyFlags", string(i), false); global.flowey_save_number = ini_read_real("FloweyFlags", "savenumber", 0); global.save_count = ini_read_real("FloweyFlags", "savecount", 1); for (var i = 0; i < array_length_1d(global.extra_flag); i++) global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false); for (var i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); for (var i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); global.mail_count = ini_read_real("Mail", "1", 0); global.mail_pinned = ini_read_real("Mail", "2", 0); global.tinypuzzle = ini_read_real("Misc", "01", 5); deaths = ini_read_real("Misc", "Deaths", false); for (var i = 0; i < array_length(global.fun_event); i++) global.fun_event[i] = ini_read_real("Fun Events", string(i), 0); for (var i = 1; i <= 8; i++) global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing"); var ds_list_string = ini_read_string("DBox", 0, "0"); ds_list_read(global.box_slot_list, ds_list_string); ds_list_string = ini_read_string("Mail", 0, "0"); ds_list_read(global.mail_list, ds_list_string); ds_list_string = ini_read_string("Mail", "3", "0"); ds_list_read(global.mail_list_read, ds_list_string); ds_list_string = ini_read_string("MailUnclaimed", 0, "0"); ds_list_read(global.mail_unclaimed_list, ds_list_string); var ds_list_encounters = ini_read_string("Encounters", 0, "0"); ds_list_read(global.encounter_list, ds_list_encounters); ...
();
25
        break;
26
    case 1:
27
        for (var i = 0; i < array_length(route_list); i++)
28
        {
29
            if (route_selection == route_list[i])
30
            {
31
                if (global.left_keyp)
32
                {
33
                    if (i > 0)
34
                        route_selection = route_list[i - 1];
35
                    else
36
                        route_selection = route_list[array_length(route_list) - 1];
37
                    break;
38
                }
39
                if (global.right_keyp)
40
                {
41
                    if (i < (array_length(route_list) - 1))
42
                        route_selection = route_list[i + 1];
43
                    else
44
                        route_selection = route_list[0];
45
                    break;
46
                }
47
            }
48
        }
49
        break;
50
    case 2:
51
        if (global.left_keyp || global.right_keyp)
52
        {
53
            if (bonus_items == true)
54
                bonus_items = false;
55
            else
56
                bonus_items = true;
57
            break;
58
        }
59
        break;
60
    case 3:
61
        for (var i = 0; i < array_length(follower_list); i++)
62
        {
63
            if (follower_selection == follower_list[i])
64
            {
65
                if (global.left_keyp)
66
                {
67
                    if (i > 0)
68
                        follower_selection = follower_list[i - 1];
69
                    else
70
                        follower_selection = follower_list[array_length(follower_list) - 1];
71
                    break;
72
                }
73
                if (global.right_keyp)
74
                {
75
                    if (i < (array_length(follower_list) - 1))
76
                        follower_selection = follower_list[i + 1];
77
                    else
78
                        follower_selection = follower_list[0];
79
                    break;
80
                }
81
            }
82
        }
83
        break;
84
    case 4:
85
        var hold_left = false;
86
        if (global.left_key)
87
        {
88
            hold_delay_left -= 1;
89
            if (hold_delay_left <= 0)
90
            {
91
                hold_left = true;
92
                hold_delay_left = hold_delay_max;
93
            }
94
        }
95
        else
96
        {
97
            hold_delay_left = hold_delay_max * 4;
98
            hold_left = false;
99
        }
100
        var hold_right = false;
101
        if (global.right_key)
102
        {
103
            hold_delay_right -= 1;
104
            if (hold_delay_right <= 0)
105
            {
106
                hold_right = true;
107
                hold_delay_right = hold_delay_max;
108
            }
109
        }
110
        else
111
        {
112
            hold_delay_right = hold_delay_max * 4;
113
            hold_right = false;
114
        }
115
        var room_index_current = ds_list_find_index(room_list, room_selection);
116
        for (var i = 0; i < ds_list_size(room_list); i++)
117
        {
118
            if (global.left_keyp || hold_left)
119
            {
120
                if (room_index_current > 0)
121
                    room_selection = ds_list_find_value(room_list, room_index_current - 1);
122
                else
123
                    room_selection = ds_list_find_value(room_list, ds_list_size(room_list) - 1);
124
                break;
125
            }
126
            if (global.right_keyp || hold_right)
127
            {
128
                if (room_index_current < (ds_list_size(room_list) - 1))
129
                    room_selection = ds_list_find_value(room_list, room_index_current + 1);
130
                else
131
                    room_selection = ds_list_find_value(room_list, 0);
132
                break;
133
            }
134
        }
135
        break;
136
    case 5:
137
        if (keyboard_multicheck_pressed(0))
138
        {
139
            var world_value = 0;
140
            scr_initialize
scr_initialize

function scr_initialize() { randomize(); global.player_level = 1; global.current_hp_self = 20; global.max_hp_self = 20; global.max_hp_boosted = 20; global.player_x = 150; global.player_y = 140; global.player_direction = "down"; global.player_area = ""; global.player_area_value = 0; global.player_can_run = true; global.current_pp_self = 0; global.max_pp_self = 99; global.current_sp_self = 0; global.max_sp_self = 99; global.current_rp_self = 0; global.max_rp_self = 99; global.player_gold = 0; global.player_sprites = "normal"; global.player_name = "Clover"; global.party_member = -4; global.player_attack = 10; global.player_defense = 10; global.player_speed = 3; global.player_invulnerability = 30; global.player_exp = 0; global.player_weapon = "Toy Gun"; global.player_armor = "Worn Hat"; global.player_weapon_modifier = "Rubber Ammo"; global.player_armor_modifier = "Patch"; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); global.player_armor_defense = script_execute(scr_determine_armor_defense); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); global.player_has_satchel = false; global.player_can_travel = false; global.saved_datetime = date_current_datetime(); global.elapsed_seconds = 0; global.last_room_overworld = "rm_ruins_01"; global.story = 0; global.lastroom = 7; scr_init_flags_ruins(); scr_init_flags_snowdin(); scr_init_flags_dunes(); scr_init_flags_steamworks(); scr_init_flags_hotland(); scr_init_flags_flowey(); global.flowey_death_pop = 0; global.flowey_save_number = 1; global.fighting_flowey = 0; global.flowey_battle_1_phase = 0; global.save_count = 0; global.extra_flag[1] = false; global.extra_flag[2] = false; global.extra_flag[3] = false; global.extra_flag[4] = false; global.extra_flag[5] = false; global.extra_flag[6] = false; global.extra_flag[7] = false; global.extra_flag[8] = false; global.extra_flag[9] = false; global.encounter_flag[0] = 0; global.route = 2; global.kill_number[0] = 9999; global.kill_area[0][0] = 9999; global.kill_number[1] = 20; for (var i = 0; i <= 6; i++) global.kill_area[1][i] = 5; global.kill_number[2] = 20; for (var i = 0; i <= 7; i++) global.kill_area[2][i] = 5; global.kill_number[3] = 20; for (var i = 0; i <= 8; i++) global.kill_area[3][i] = 3; global.kill_number[4] = 20; for (var i = 0; i <= 12; i++) global.kill_area[4][i] = 3; global.kill_area_current = 0; global.flGenoCutscene = 0; global.geno_complete[1] = false; global.geno_complete[2] = false; global.geno_complete[3] = false; global.geno_complete[4] = false; global.geno_complete[5] = false; global.item_stock[0] = 1; global.item_stock[1] = 1; global.item_stock[2] = 1; global.item_stock[3] = 1; global.item_stock[4] = 1; global.item_stock[5] = 1; global.item_stock[6] = 1; global.item_stock[7] = 1; global.item_stock[8] = 3; global.item_stock[9] = 1; global.item_stock[10] = 1; global.item_stock[11] = 1; global.item_stock[12] = 2; global.item_stock[13] = 2; global.item_stock[14] = 1; ...
();
141
            new_room = asset_get_index(room_selection);
142
            xx = 320;
143
            yy = 240;
144
            global.party_member = follower_selection;
145
            switch (route_selection)
146
            {
147
                case "PACIFIST":
148
                    global.route = 2;
149
                    break;
150
                case "NEUTRAL":
151
                    global.route = 1;
152
                    break;
153
                case "GENO":
154
                    global.route = 1;
155
                    break;
156
            }
157
            if (bonus_items == true)
158
            {
159
                global.player_weapon = "Wild Revolver";
160
                global.player_armor_modifier = "Fancy Holster";
161
                global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense);
162
                global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack);
163
            }
164
            obj_pl.x = xx;
165
            obj_pl.y = yy;
166
            obj_pl.direction = 90;
167
            obj_pl.image_alpha = 1;
168
            room = new_room;
169
            if (global.party_member != -4)
170
                instance_create(obj_pl.x, obj_pl.y, global.party_member);
171
        }
172
        break;
173
    case 6:
174
        if (keyboard_multicheck_pressed(0))
175
        {
176
            scr_initialize
scr_initialize

function scr_initialize() { randomize(); global.player_level = 1; global.current_hp_self = 20; global.max_hp_self = 20; global.max_hp_boosted = 20; global.player_x = 150; global.player_y = 140; global.player_direction = "down"; global.player_area = ""; global.player_area_value = 0; global.player_can_run = true; global.current_pp_self = 0; global.max_pp_self = 99; global.current_sp_self = 0; global.max_sp_self = 99; global.current_rp_self = 0; global.max_rp_self = 99; global.player_gold = 0; global.player_sprites = "normal"; global.player_name = "Clover"; global.party_member = -4; global.player_attack = 10; global.player_defense = 10; global.player_speed = 3; global.player_invulnerability = 30; global.player_exp = 0; global.player_weapon = "Toy Gun"; global.player_armor = "Worn Hat"; global.player_weapon_modifier = "Rubber Ammo"; global.player_armor_modifier = "Patch"; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); global.player_armor_defense = script_execute(scr_determine_armor_defense); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); global.player_has_satchel = false; global.player_can_travel = false; global.saved_datetime = date_current_datetime(); global.elapsed_seconds = 0; global.last_room_overworld = "rm_ruins_01"; global.story = 0; global.lastroom = 7; scr_init_flags_ruins(); scr_init_flags_snowdin(); scr_init_flags_dunes(); scr_init_flags_steamworks(); scr_init_flags_hotland(); scr_init_flags_flowey(); global.flowey_death_pop = 0; global.flowey_save_number = 1; global.fighting_flowey = 0; global.flowey_battle_1_phase = 0; global.save_count = 0; global.extra_flag[1] = false; global.extra_flag[2] = false; global.extra_flag[3] = false; global.extra_flag[4] = false; global.extra_flag[5] = false; global.extra_flag[6] = false; global.extra_flag[7] = false; global.extra_flag[8] = false; global.extra_flag[9] = false; global.encounter_flag[0] = 0; global.route = 2; global.kill_number[0] = 9999; global.kill_area[0][0] = 9999; global.kill_number[1] = 20; for (var i = 0; i <= 6; i++) global.kill_area[1][i] = 5; global.kill_number[2] = 20; for (var i = 0; i <= 7; i++) global.kill_area[2][i] = 5; global.kill_number[3] = 20; for (var i = 0; i <= 8; i++) global.kill_area[3][i] = 3; global.kill_number[4] = 20; for (var i = 0; i <= 12; i++) global.kill_area[4][i] = 3; global.kill_area_current = 0; global.flGenoCutscene = 0; global.geno_complete[1] = false; global.geno_complete[2] = false; global.geno_complete[3] = false; global.geno_complete[4] = false; global.geno_complete[5] = false; global.item_stock[0] = 1; global.item_stock[1] = 1; global.item_stock[2] = 1; global.item_stock[3] = 1; global.item_stock[4] = 1; global.item_stock[5] = 1; global.item_stock[6] = 1; global.item_stock[7] = 1; global.item_stock[8] = 3; global.item_stock[9] = 1; global.item_stock[10] = 1; global.item_stock[11] = 1; global.item_stock[12] = 2; global.item_stock[13] = 2; global.item_stock[14] = 1; ...
();
177
            scene = 0;
178
            cutscene_timer = 0;
179
            cutscene_battle_initiate("ceroba", "true", false);
180
            instance_create_depth(0, 0, -1000, obj_ceroba_debugger);
181
        }
182
        break;
183
    case 7:
184
        if (keyboard_multicheck_pressed(0))
185
        {
186
            scr_initialize
scr_initialize

function scr_initialize() { randomize(); global.player_level = 1; global.current_hp_self = 20; global.max_hp_self = 20; global.max_hp_boosted = 20; global.player_x = 150; global.player_y = 140; global.player_direction = "down"; global.player_area = ""; global.player_area_value = 0; global.player_can_run = true; global.current_pp_self = 0; global.max_pp_self = 99; global.current_sp_self = 0; global.max_sp_self = 99; global.current_rp_self = 0; global.max_rp_self = 99; global.player_gold = 0; global.player_sprites = "normal"; global.player_name = "Clover"; global.party_member = -4; global.player_attack = 10; global.player_defense = 10; global.player_speed = 3; global.player_invulnerability = 30; global.player_exp = 0; global.player_weapon = "Toy Gun"; global.player_armor = "Worn Hat"; global.player_weapon_modifier = "Rubber Ammo"; global.player_armor_modifier = "Patch"; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); global.player_armor_defense = script_execute(scr_determine_armor_defense); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); global.player_has_satchel = false; global.player_can_travel = false; global.saved_datetime = date_current_datetime(); global.elapsed_seconds = 0; global.last_room_overworld = "rm_ruins_01"; global.story = 0; global.lastroom = 7; scr_init_flags_ruins(); scr_init_flags_snowdin(); scr_init_flags_dunes(); scr_init_flags_steamworks(); scr_init_flags_hotland(); scr_init_flags_flowey(); global.flowey_death_pop = 0; global.flowey_save_number = 1; global.fighting_flowey = 0; global.flowey_battle_1_phase = 0; global.save_count = 0; global.extra_flag[1] = false; global.extra_flag[2] = false; global.extra_flag[3] = false; global.extra_flag[4] = false; global.extra_flag[5] = false; global.extra_flag[6] = false; global.extra_flag[7] = false; global.extra_flag[8] = false; global.extra_flag[9] = false; global.encounter_flag[0] = 0; global.route = 2; global.kill_number[0] = 9999; global.kill_area[0][0] = 9999; global.kill_number[1] = 20; for (var i = 0; i <= 6; i++) global.kill_area[1][i] = 5; global.kill_number[2] = 20; for (var i = 0; i <= 7; i++) global.kill_area[2][i] = 5; global.kill_number[3] = 20; for (var i = 0; i <= 8; i++) global.kill_area[3][i] = 3; global.kill_number[4] = 20; for (var i = 0; i <= 12; i++) global.kill_area[4][i] = 3; global.kill_area_current = 0; global.flGenoCutscene = 0; global.geno_complete[1] = false; global.geno_complete[2] = false; global.geno_complete[3] = false; global.geno_complete[4] = false; global.geno_complete[5] = false; global.item_stock[0] = 1; global.item_stock[1] = 1; global.item_stock[2] = 1; global.item_stock[3] = 1; global.item_stock[4] = 1; global.item_stock[5] = 1; global.item_stock[6] = 1; global.item_stock[7] = 1; global.item_stock[8] = 3; global.item_stock[9] = 1; global.item_stock[10] = 1; global.item_stock[11] = 1; global.item_stock[12] = 2; global.item_stock[13] = 2; global.item_stock[14] = 1; ...
();
187
            scene = 0;
188
            cutscene_timer = 0;
189
            global.battle_enemy_name = "flowey";
190
            global.battling_boss = true;
191
            global.battle_start = true;
192
            global.sound_carry_overworld = false;
193
            room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room);
194
            global.death_count[7] = 1;
195
            alarm[0] = 1;
gml_Object_obj_mainmenu_debug_Alarm_0.gml

obj_battle_flowey_body_1.image_alpha = 1; global.image_alpha_enemy_attacking = 1; persistent = false; instance_create_depth(0, 0, 0, obj_battle_flowey_background_ui); instance_destroy(obj_dialogue_box_battle_transformation_any_out); with (obj_dialogue_box_battle_transformation_any) event_user(0); instance_destroy(); obj_battle_flowey_body_1.depth = 0; obj_battle_flowey_body_1.can_draw_ghost = true; instance_destroy();
196
            persistent = true;
197
            global.cutscene = true;
198
            obj_pl.image_alpha = 0;
199
            global.flag[15 Decibat fate] = 3;
200
            global.dunes_flag[24] = 2;
201
            global.sworks_flag[20] = 3;
202
            global.sworks_flag[31] = 3;
203
            global.flag[17 Dalv fate] = 2;
204
            global.dunes_flag[40] = 1;
205
        }
206
        if (keyboard_multicheck_pressed(1))
207
        {
208
            scr_initialize
scr_initialize

function scr_initialize() { randomize(); global.player_level = 1; global.current_hp_self = 20; global.max_hp_self = 20; global.max_hp_boosted = 20; global.player_x = 150; global.player_y = 140; global.player_direction = "down"; global.player_area = ""; global.player_area_value = 0; global.player_can_run = true; global.current_pp_self = 0; global.max_pp_self = 99; global.current_sp_self = 0; global.max_sp_self = 99; global.current_rp_self = 0; global.max_rp_self = 99; global.player_gold = 0; global.player_sprites = "normal"; global.player_name = "Clover"; global.party_member = -4; global.player_attack = 10; global.player_defense = 10; global.player_speed = 3; global.player_invulnerability = 30; global.player_exp = 0; global.player_weapon = "Toy Gun"; global.player_armor = "Worn Hat"; global.player_weapon_modifier = "Rubber Ammo"; global.player_armor_modifier = "Patch"; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); global.player_armor_defense = script_execute(scr_determine_armor_defense); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); global.player_has_satchel = false; global.player_can_travel = false; global.saved_datetime = date_current_datetime(); global.elapsed_seconds = 0; global.last_room_overworld = "rm_ruins_01"; global.story = 0; global.lastroom = 7; scr_init_flags_ruins(); scr_init_flags_snowdin(); scr_init_flags_dunes(); scr_init_flags_steamworks(); scr_init_flags_hotland(); scr_init_flags_flowey(); global.flowey_death_pop = 0; global.flowey_save_number = 1; global.fighting_flowey = 0; global.flowey_battle_1_phase = 0; global.save_count = 0; global.extra_flag[1] = false; global.extra_flag[2] = false; global.extra_flag[3] = false; global.extra_flag[4] = false; global.extra_flag[5] = false; global.extra_flag[6] = false; global.extra_flag[7] = false; global.extra_flag[8] = false; global.extra_flag[9] = false; global.encounter_flag[0] = 0; global.route = 2; global.kill_number[0] = 9999; global.kill_area[0][0] = 9999; global.kill_number[1] = 20; for (var i = 0; i <= 6; i++) global.kill_area[1][i] = 5; global.kill_number[2] = 20; for (var i = 0; i <= 7; i++) global.kill_area[2][i] = 5; global.kill_number[3] = 20; for (var i = 0; i <= 8; i++) global.kill_area[3][i] = 3; global.kill_number[4] = 20; for (var i = 0; i <= 12; i++) global.kill_area[4][i] = 3; global.kill_area_current = 0; global.flGenoCutscene = 0; global.geno_complete[1] = false; global.geno_complete[2] = false; global.geno_complete[3] = false; global.geno_complete[4] = false; global.geno_complete[5] = false; global.item_stock[0] = 1; global.item_stock[1] = 1; global.item_stock[2] = 1; global.item_stock[3] = 1; global.item_stock[4] = 1; global.item_stock[5] = 1; global.item_stock[6] = 1; global.item_stock[7] = 1; global.item_stock[8] = 3; global.item_stock[9] = 1; global.item_stock[10] = 1; global.item_stock[11] = 1; global.item_stock[12] = 2; global.item_stock[13] = 2; global.item_stock[14] = 1; ...
();
209
            scene = 0;
210
            cutscene_timer = 0;
211
            global.battling_boss = true;
212
            global.battle_start = true;
213
            global.sound_carry_overworld = false;
214
            room_goto(rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room);
215
            global.cutscene = true;
216
            obj_pl.image_alpha = 0;
217
        }
218
        break;
219
    case 8:
220
        if (keyboard_multicheck_pressed(0))
221
        {
222
            scr_initialize
scr_initialize

function scr_initialize() { randomize(); global.player_level = 1; global.current_hp_self = 20; global.max_hp_self = 20; global.max_hp_boosted = 20; global.player_x = 150; global.player_y = 140; global.player_direction = "down"; global.player_area = ""; global.player_area_value = 0; global.player_can_run = true; global.current_pp_self = 0; global.max_pp_self = 99; global.current_sp_self = 0; global.max_sp_self = 99; global.current_rp_self = 0; global.max_rp_self = 99; global.player_gold = 0; global.player_sprites = "normal"; global.player_name = "Clover"; global.party_member = -4; global.player_attack = 10; global.player_defense = 10; global.player_speed = 3; global.player_invulnerability = 30; global.player_exp = 0; global.player_weapon = "Toy Gun"; global.player_armor = "Worn Hat"; global.player_weapon_modifier = "Rubber Ammo"; global.player_armor_modifier = "Patch"; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); global.player_armor_defense = script_execute(scr_determine_armor_defense); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); global.player_has_satchel = false; global.player_can_travel = false; global.saved_datetime = date_current_datetime(); global.elapsed_seconds = 0; global.last_room_overworld = "rm_ruins_01"; global.story = 0; global.lastroom = 7; scr_init_flags_ruins(); scr_init_flags_snowdin(); scr_init_flags_dunes(); scr_init_flags_steamworks(); scr_init_flags_hotland(); scr_init_flags_flowey(); global.flowey_death_pop = 0; global.flowey_save_number = 1; global.fighting_flowey = 0; global.flowey_battle_1_phase = 0; global.save_count = 0; global.extra_flag[1] = false; global.extra_flag[2] = false; global.extra_flag[3] = false; global.extra_flag[4] = false; global.extra_flag[5] = false; global.extra_flag[6] = false; global.extra_flag[7] = false; global.extra_flag[8] = false; global.extra_flag[9] = false; global.encounter_flag[0] = 0; global.route = 2; global.kill_number[0] = 9999; global.kill_area[0][0] = 9999; global.kill_number[1] = 20; for (var i = 0; i <= 6; i++) global.kill_area[1][i] = 5; global.kill_number[2] = 20; for (var i = 0; i <= 7; i++) global.kill_area[2][i] = 5; global.kill_number[3] = 20; for (var i = 0; i <= 8; i++) global.kill_area[3][i] = 3; global.kill_number[4] = 20; for (var i = 0; i <= 12; i++) global.kill_area[4][i] = 3; global.kill_area_current = 0; global.flGenoCutscene = 0; global.geno_complete[1] = false; global.geno_complete[2] = false; global.geno_complete[3] = false; global.geno_complete[4] = false; global.geno_complete[5] = false; global.item_stock[0] = 1; global.item_stock[1] = 1; global.item_stock[2] = 1; global.item_stock[3] = 1; global.item_stock[4] = 1; global.item_stock[5] = 1; global.item_stock[6] = 1; global.item_stock[7] = 1; global.item_stock[8] = 3; global.item_stock[9] = 1; global.item_stock[10] = 1; global.item_stock[11] = 1; global.item_stock[12] = 2; global.item_stock[13] = 2; global.item_stock[14] = 1; ...
();
223
            scene = 0;
224
            cutscene_timer = 0;
225
            cutscene_battle_initiate("martlet genocide final", "true", false);
226
            instance_create_depth(0, 0, -1000, obj_martlet_debugger);
227
        }
228
}