| 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)) |
| 2 |
{ |
| 3 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 4 |
msg.sndfnt = 108; |
| 5 |
msg.message[0] = "* ..."; |
| 6 |
msg.prt[0] = 370; |
| 7 |
} |
| 8 |
switch (scene) |
| 9 |
{ |
| 10 |
case 0: |
| 11 |
cutscene_npc_walk_relative(1168, 0, 10, 0.5, "y", "down"); |
| 12 |
break; |
| 13 |
case 1: |
| 14 |
sprite_index = spr_ceroba_cool_alt; |
| 15 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 16 |
with (msg) |
| 17 |
{ |
| 18 |
sndfnt = 108; |
| 19 |
message[0] = "* You there. Human."; |
| 20 |
message[1] = "* You okay?"; |
| 21 |
prt[0] = 377; |
| 22 |
prt[1] = 370; |
| 23 |
ch_msg = 1; |
| 24 |
ch[1] = "Yeah"; |
| 25 |
ch[2] = "Not\nreally"; |
| 26 |
if (outcome == 1) |
| 27 |
{ |
| 28 |
message[2] = "* Really?"; |
| 29 |
message[3] = "* Well... alright then."; |
| 30 |
prt[2] = 393; |
| 31 |
prt[3] = 377; |
| 32 |
} |
| 33 |
if (outcome == 2) |
| 34 |
{ |
| 35 |
message[2] = "* About what I expected."; |
| 36 |
prt[2] = 377; |
| 37 |
} |
| 38 |
} |
| 39 |
if (msg.message_current == 1) |
| 40 |
obj_player_npc.npc_direction = "right"; |
| 41 |
if (!global.dialogue_open) |
| 42 |
scene++; |
| 43 |
break; |
| 44 |
case 2: |
| 45 |
if (!audio_is_playing(mus_blossom)) |
| 46 |
audio_play_sound(mus_blossom, 1, 1); |
| 47 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 48 |
if (global.route == 2) |
| 49 |
{ |
| 50 |
with (msg) |
| 51 |
{ |
| 52 |
color = true; |
| 53 |
col_modif[0] = make_color_rgb(237, 140, 36); |
| 54 |
sndfnt = 108; |
| 55 |
message[0] = "* I apologize for Star's# antics."; |
| 56 |
message[1] = "* He's really into human# culture and whatnot."; |
| 57 |
message[2] = "* You show up here and he# flips out."; |
| 58 |
message[3] = "* I mean, it is quite# unbelievable."; |
| 59 |
message[4] = "* A few humans have# wandered into the# Underground before but..."; |
| 60 |
message[5] = "* They never set foot on# these sands."; |
| 61 |
message[6] = "* All that to say, I'm# glad you did."; |
| 62 |
message[7] = "* My name is Ceroba."; |
| 63 |
message_col[7][0] = " Ceroba "; |
| 64 |
message[8] = "* I'm a friend of Star's# but not part of his# posse."; |
| 65 |
message[9] = "* They're a bit too...# rowdy for my taste."; |
| 66 |
message[10] = "* May I ask your name?"; |
| 67 |
ch_msg = 10; |
| 68 |
ch[1] = "Clover"; |
| 69 |
message[11] = "* Welcome to the# Underground, Clover."; |
| 70 |
message[12] = "* Your attire is# surprising, I must say."; |
| 71 |
message[13] = "* But um... I won't press# you on the matter."; |
| 72 |
message[14] = "* I'm afraid Star is going# to drag you into his# activities for a while."; |
| 73 |
message[15] = "* You must have places to# go, correct?"; |
| 74 |
message[16] = "* The Castle... the# barrier. You probably# want to go home."; |
| 75 |
message[17] = "* If I'm being honest, I# haven't seen Star this# ecstatic in some time."; |
| 76 |
message[18] = "* Maybe you should# entertain him a bit;# roll with his punches."; |
| 77 |
message[19] = "* I'll see what I can do# about allowing you to# leave."; |
| 78 |
message[20] = "* I know of a safe path# to Hotland through# the..."; |
| 79 |
message[21] = "* Ah, I'm getting ahead# of myself."; |
| 80 |
message[22] = "* Talk to you later,# Clover."; |
| 81 |
message[23] = "* It was nice to# meet you."; |
| 82 |
prt[0] = 377; |
| 83 |
prt[1] = 370; |
| 84 |
prt[2] = 370; |
| 85 |
prt[3] = 377; |
| 86 |
prt[4] = 371; |
| 87 |
prt[5] = 370; |
| 88 |
prt[6] = 395; |
| 89 |
prt[7] = 372; |
| 90 |
prt[8] = 372; |
| 91 |
prt[9] = 374; |
| 92 |
prt[10] = 372; |
| 93 |
prt[11] = 372; |
| 94 |
prt[12] = 395; |
| 95 |
prt[13] = 370; |
| 96 |
prt[14] = 371; |
| 97 |
prt[15] = 370; |
| 98 |
prt[16] = 371; |
| 99 |
prt[17] = 371; |
| 100 |
prt[18] = 372; |
| 101 |
prt[19] = 372; |
| 102 |
prt[20] = 371; |
| 103 |
prt[21] = 393; |
| 104 |
prt[22] = 372; |
| 105 |
prt[23] = 372; |
| 106 |
if (message_current == 23) |
| 107 |
{ |
| 108 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (176, 300); |
| 109 |
other.scene++; |
| 110 |
} |
| 111 |
} |
| 112 |
} |
| 113 |
else |
| 114 |
{ |
| 115 |
with (msg) |
| 116 |
{ |
| 117 |
color = true; |
| 118 |
col_modif[0] = make_color_rgb(237, 140, 36); |
| 119 |
sndfnt = 108; |
| 120 |
message[0] = "* I apologize for Star's# antics."; |
| 121 |
message[1] = "* He's really into human# culture and whatnot."; |
| 122 |
message[2] = "* You show up here and he# flips out."; |
| 123 |
message[3] = "* I mean, it is quite# unbelievable."; |
| 124 |
message[4] = "* A few humans have# wandered into the# Underground before but..."; |
| 125 |
message[5] = "* They never set foot on# these sands."; |
| 126 |
message[6] = "* My name is Ceroba."; |
| 127 |
message_col[6][0] = " Ceroba "; |
| 128 |
message[7] = "* I'm a friend of Star's# but not part of his# posse."; |
| 129 |
message[8] = "* They're a bit too...# rowdy for my taste."; |
| 130 |
message[9] = "* May I ask your name?"; |
| 131 |
ch_msg = 9; |
| 132 |
ch[1] = "Clover"; |
| 133 |
message[10] = "* Welcome to the# Underground, Clover."; |
| 134 |
message[11] = "* Your attire is# surprising, I must say."; |
| 135 |
message[12] = "* But um... I won't press# you on the matter."; |
| 136 |
message[13] = "* I'm afraid Star is going# to drag you into his# activities for a while."; |
| 137 |
message[14] = "* You must have places to# go, correct?"; |
| 138 |
message[15] = "* The Castle... the# barrier. You probably# want to go home."; |
| 139 |
message[16] = "* If I'm being honest, I# haven't seen Star this# ecstatic in some time."; |
| 140 |
message[17] = "* Maybe you should# entertain him a bit;# roll with his punches."; |
| 141 |
message[18] = "* He'll probably allow# you to leave eventually."; |
| 142 |
message[19] = "* Well..."; |
| 143 |
message[20] = "* Good luck, Clover."; |
| 144 |
prt[0] = 377; |
| 145 |
prt[1] = 370; |
| 146 |
prt[2] = 370; |
| 147 |
prt[3] = 377; |
| 148 |
prt[4] = 371; |
| 149 |
prt[5] = 371; |
| 150 |
prt[6] = 372; |
| 151 |
prt[7] = 372; |
| 152 |
prt[8] = 374; |
| 153 |
prt[9] = 372; |
| 154 |
prt[10] = 372; |
| 155 |
prt[11] = 395; |
| 156 |
prt[12] = 370; |
| 157 |
prt[13] = 371; |
| 158 |
prt[14] = 370; |
| 159 |
prt[15] = 371; |
| 160 |
prt[16] = 374; |
| 161 |
prt[17] = 372; |
| 162 |
prt[18] = 372; |
| 163 |
prt[19] = 395; |
| 164 |
prt[20] = 372; |
| 165 |
if (message_current == 20) |
| 166 |
{ |
| 167 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (176, 1500); |
| 168 |
other.scene++; |
| 169 |
} |
| 170 |
} |
| 171 |
} |
| 172 |
break; |
| 173 |
case 3: |
| 174 |
if (global.dialogue_open) |
| 175 |
exit; |
| 176 |
global.dunes_flag[21] = 1; |
| 177 |
scene = 4; |
| 178 |
scr_radio_restart(); |
| 179 |
scr_radio_fadescr_radio_fadefunction scr_radio_fade(arg0, arg1)
{
var fade_vol = arg0;
var fade_len = arg1;
with (obj_radio)
audio_sound_gain(current_song, fade_vol, fade_len);
} (1, 0); |
| 180 |
sprite_index = spr_ceroba_cool; |
| 181 |
scr_cutscene_end(); |
| 182 |
instance_destroy(obj_player_npc); |
| 183 |
break; |
| 184 |
} |