1 |
if (global.dialogue_open) |
2 |
exit; |
3 |
event_inherited(); |
4 |
if (npc_arrived == 1) |
5 |
{ |
6 |
npc_arrived = 0; |
7 |
can_walk = false; |
8 |
player_fade_out = true; |
9 |
} |
10 |
obj_pl.x = x; |
11 |
obj_pl.y = y; |
12 |
if (player_fade_out == true) |
13 |
{ |
14 |
if (image_alpha > 0) |
15 |
{ |
16 |
image_alpha -= 0.1; |
17 |
} |
18 |
else if (global.party_member != -4) |
19 |
{ |
20 |
if (party_noloop == false) |
21 |
{ |
22 |
party_noloop = true; |
23 |
scr_follower_into_actorscr_follower_into_actorfunction scr_follower_into_actor()
{
if (global.party_member == -4)
return false;
actor_follower = instance_create(global.party_member.x, global.party_member.y, global.party_member.npc_actor);
with (global.party_member)
{
switch (sprite_index)
{
case up_sprite:
case up_sprite_idle:
case up_sprite_run:
other.actor_follower.npc_direction = "up";
other.actor_follower.sprite_index = other.actor_follower.up_sprite;
break;
case down_sprite:
case down_sprite_idle:
case down_sprite_run:
other.actor_follower.npc_direction = "down";
other.actor_follower.sprite_index = other.actor_follower.down_sprite;
break;
case left_sprite:
case left_sprite_idle:
case left_sprite_run:
other.actor_follower.npc_direction = "left";
other.actor_follower.sprite_index = other.actor_follower.left_sprite;
break;
case right_sprite:
case right_sprite_idle:
case right_sprite_run:
other.actor_follower.sprite_index = other.actor_follower.right_sprite;
break;
}
instance_destroy();
}
return true;
} (); |
24 |
cutscene_npc_walk(actor_follower, x, y + 20, 3, "x", "up"); |
25 |
} |
26 |
else |
27 |
{ |
28 |
with (actor_follower) |
29 |
{ |
30 |
if (npc_arrived) |
31 |
{ |
32 |
image_alpha -= 0.1; |
33 |
if (image_alpha <= 0 && !other.alarm[0]) |
34 |
other.alarm[0] = 15; |
35 |
} |
36 |
} |
37 |
} |
38 |
} |
39 |
else if (!alarm[0]) |
40 |
{ |
41 |
alarm[0] = 15;gml_Object_obj_npc_clover_dunes_12_Alarm_0.gmlif (instance_exists(obj_stresso))
{
obj_stresso.active = true;
instance_destroy();
}
else
{
scr_cutscene_end();
global.current_room_overworld = room_get_name(room);
instance_create(0, 0, obj_elevator_controller);
trs = instance_create(0, 0, obj_transition);
with (trs)
{
newRoom = 93;
xx = 160;
yy = 125;
}
} |
42 |
} |
43 |
} |