1 |
if ((keyboard_multicheck_pressed(0) && 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;
}
} () == true) && waiter == 0) |
2 |
waiter = 1; |
3 |
if (waiter == 1) |
4 |
{ |
5 |
scr_cutscene_start(); |
6 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
7 |
with (msg) |
8 |
{ |
9 |
sndfnt = 99; |
10 |
portrait = false; |
11 |
if (other.npc_flag == 0) |
12 |
{ |
13 |
message_current = 1; |
14 |
other.npc_flag = 1; |
15 |
other.waiter = 2; |
16 |
} |
17 |
else |
18 |
{ |
19 |
ch[1] = "Yes"; |
20 |
ch[2] = "No"; |
21 |
ch_msg = 0; |
22 |
} |
23 |
color = true; |
24 |
col_modif[0] = make_color_rgb(92, 186, 249); |
25 |
col_modif[1] = 255; |
26 |
message[0] = "* (Read the instructions again?)"; |
27 |
message[1] = "* To whom it may concern:"; |
28 |
message[2] = "* In accordance with Royal Guard# guide book section four,# paragraph two,"; |
29 |
message[3] = "* This puzzle is intended to# impede the progress of an# intruder (probably you),"; |
30 |
message[4] = "* Entertain the residents of the# surrounding area (Snowdin),"; |
31 |
message[5] = "* And appear intimidating to# would-be intruders or# wrong-doers,"; |
32 |
message[6] = "* (I'm unclear on what they mean# by that, just go with it.)"; |
33 |
message[7] = "* To pass by this challenge, you# must melt the icecube."; |
34 |
message[8] = "* Make sure the ball-thing gets# to the bottom without breaking# though."; |
35 |
message[9] = "* Signed: Martlet of the# Underground Royal Guard"; |
36 |
message_col[4][1] = " Snowdin "; |
37 |
message_col[9][0] = " Martlet "; |
38 |
message_col[9][1] = " # Underground Royal Guard"; |
39 |
if (outcome == 1 && message_current == 0) |
40 |
{ |
41 |
other.waiter = 2; |
42 |
} |
43 |
else if (outcome == 2 && message_current == 0) |
44 |
{ |
45 |
other.waiter = 4; |
46 |
instance_destroy(); |
47 |
} |
48 |
} |
49 |
} |
50 |
if (waiter == 2 && !instance_exists(obj_dialogue)) |
51 |
{ |
52 |
if (timer == -1) |
53 |
timer = 30; |
54 |
} |
55 |
if (waiter == 3) |
56 |
{ |
57 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
58 |
with (msg) |
59 |
{ |
60 |
sndfnt = 99; |
61 |
portrait = false; |
62 |
message[0] = "* P.S."; |
63 |
message[1] = "* If one of the logs gets stuck,# just jiggle it a little."; |
64 |
message[2] = "* I noticed it was sticking the# other day, but you know how it# is with D.I.Y. projects."; |
65 |
message[3] = "* Always something has to go# wrong!"; |
66 |
message[4] = "* So yeah, just a quick jiggle# will do!"; |
67 |
message[5] = "* P.P.S."; |
68 |
message[6] = "* I just realized that you might# not be able to reach the log to# jiggle it!"; |
69 |
message[7] = "* I mean, not everyone can fly,# or is freakishly tall!"; |
70 |
message[8] = "* Especially if you're a human or# something!"; |
71 |
message[9] = "* So just hope it doesn't get# stuck!"; |
72 |
message[10] = "* P.P.P.S."; |
73 |
message[11] = "* I figured it out!"; |
74 |
message[12] = "* If it gets stuck, just wait!"; |
75 |
message[13] = "* I come around to inspect the# puzzle quality every third day!"; |
76 |
message[14] = "* Just hang out right where you# are for a day or two!"; |
77 |
message[15] = "* Oh, and hope it doesn't get# stuck!"; |
78 |
message[16] = "* P.P.P.P.S."; |
79 |
message[17] = "* I have been informed that the# amount of P.S.'s on this sign# is \"unseemly.\""; |
80 |
message[18] = "* I am very sorry for any trouble# they've caused."; |
81 |
} |
82 |
if (global.dialogue_open == false) |
83 |
waiter = 4; |
84 |
} |
85 |
if (waiter == 4) |
86 |
{ |
87 |
if (npc_flag == 0) |
88 |
npc_flag = 1; |
89 |
waiter = 0; |
90 |
scr_cutscene_end(); |
91 |
} |
92 |
if (timer > 0) |
93 |
{ |
94 |
timer--; |
95 |
} |
96 |
else if (timer != -1) |
97 |
{ |
98 |
waiter = 3; |
99 |
timer = -1; |
100 |
} |
101 |
if (ds_map_find_value(global.npc_map, npc_id) != npc_flag) |
102 |
ds_map_replace(global.npc_map, npc_id, npc_flag); |