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 |
} |