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gml_Object_obj_martlet_final_overworld_cutscene_3_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        cutscene_wait(1.5);
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        break;
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    case 1:
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        draw_alpha = lerp(draw_alpha, 0, 0.1);
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        if (draw_alpha <= 0.01)
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            draw_alpha = 0;
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        if (draw_alpha == 0)
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            scene++;
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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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            talker[0] = 1164;
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            message[0] = "* Humans are dangerous#  and cannot be trusted.";
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            prt[0] = 315;
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        }
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        break;
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    case 4:
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        cutscene_npc_walk(1164, 200, 100, 1, "y", "up");
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        break;
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    case 5:
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        cutscene_wait(1);
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        break;
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    case 6:
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        audio_play_sound(snd_sliding_door_open, 1, 0);
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        cutscene_advance();
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        break;
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    case 7:
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        obj_truelab_door.hspeed = 4;
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        if (obj_truelab_door.x > 220)
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        {
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            cutscene_advance();
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            obj_truelab_door.hspeed = 0;
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        }
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        break;
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    case 8:
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        cutscene_wait(1.5);
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        break;
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    case 9:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Humans are dangerous...";
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            prt[0] = 315;
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        }
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        break;
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    case 10:
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        cutscene_wait(2);
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        break;
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    case 11:
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        cutscene_npc_walk(1164, 200, 80, 0.2, "y", "up");
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        cutscene_advance();
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        break;
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    case 12:
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        cymbal_sound = audio_play_sound(mus_cymbal, 1, 0);
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        cutscene_advance();
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        break;
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    case 13:
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        draw_alpha_white = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(mus_cymbal);
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        if (draw_alpha_white >= 0.99)
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        {
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            draw_alpha_white = 1;
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            cutscene_advance();
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        }
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        break;
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    case 14:
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        cutscene_wait(1.5);
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        break;
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    case 15:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Humans are dangerous...";
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        }
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        break;
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    case 16:
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        cutscene_wait(2);
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        break;
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    case 17:
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        global.hotland_flag[9] = 2;
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        global.battle_enemy_name = "martlet genocide final";
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        global.battling_boss = true;
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        global.battle_start = true;
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        global.sound_carry_overworld = false;
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        if (global.current_hp_self < global.max_hp_self)
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            global.current_hp_self = global.max_hp_self;
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        scr_battle_save
scr_battle_save

function scr_battle_save() { if (file_exists("tempsave.sav")) file_delete("tempsave.sav"); ini_open("tempsave.sav"); 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", "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", "Ammo", global.player_weapon_modifier); ini_write_string("Save1", "Weapon", global.player_weapon); 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", "ffight", global.fighting_flowey); if (instance_exists(obj_radio)) ini_write_real("Save1", "owms", obj_radio.bgm); 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]); if (global.battle_enemy_name == "flowey") { ini_write_real("Special", "0", global.flowey_battle_1_phase); var list_string = ds_list_write(global.flowey_attack_list); ini_write_string("Special", "1", list_string); list_string = ds_list_write(global.flowey_stolen_attack_list); ini_write_string("Special", "2", list_string); list_string = ds_list_write(global.flowey_room_list); ini_write_string("Special", "3", list_string); ini_write_real("Special", "4", global.flowey_attack_number); } else if (global.battle_enemy_name == "flowey2") { for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]); ini_write_real("petal", "count", obj_flowey_battle_final.petal_count); } ini_close(); }
();
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        room_goto(rm_battle Battle room);
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        persistent = true;
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        scene++;
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        break;
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    case 18:
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        if (room != rm_battle)
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            exit;
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        if (instance_exists(obj_battle_fade_in_screen))
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        {
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            instance_destroy(obj_battle_fade_in_screen);
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            instance_create_depth(0, 0, -9999, obj_battle_fade_in_screen_white);
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        }
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        instance_destroy();
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        break;
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}