if live_call() return global.live_result; scr_get_input() if global.down_keyp { if (menu_selection < 8) menu_selection += 1 else menu_selection = 0 audio_play_sound(snd_mo_pop, 1, 0) } if global.up_keyp { if (menu_selection > 0) menu_selection -= 1 else menu_selection = 8 audio_play_sound(snd_mo_pop, 1, 0) } switch menu_selection { case 0: if keyboard_multicheck_pressed(0) scr_loadgame() break case 1: var i = 0 while (i < array_length(route_list)) { if (route_selection == route_list[i]) { if global.left_keyp { if (i > 0) route_selection = route_list[(i - 1)] else route_selection = route_list[(array_length(route_list) - 1)] break } else if global.right_keyp { if (i < (array_length(route_list) - 1)) route_selection = route_list[(i + 1)] else route_selection = route_list[0] break } else { i++ continue } } else { i++ continue } } break case 2: if (global.left_keyp || global.right_keyp) { if (bonus_items == true) bonus_items = false else bonus_items = true break } else break case 3: i = 0 while (i < array_length(follower_list)) { if (follower_selection == follower_list[i]) { if global.left_keyp { if (i > 0) follower_selection = follower_list[(i - 1)] else follower_selection = follower_list[(array_length(follower_list) - 1)] break } else if global.right_keyp { if (i < (array_length(follower_list) - 1)) follower_selection = follower_list[(i + 1)] else follower_selection = follower_list[0] break } else { i++ continue } } else { i++ continue } } break case 4: var hold_left = false if global.left_key { hold_delay_left -= 1 if (hold_delay_left <= 0) { hold_left = true hold_delay_left = hold_delay_max } } else { hold_delay_left = hold_delay_max * 4 hold_left = false } var hold_right = false if global.right_key { hold_delay_right -= 1 if (hold_delay_right <= 0) { hold_right = true hold_delay_right = hold_delay_max } } else { hold_delay_right = hold_delay_max * 4 hold_right = false } var room_index_current = ds_list_find_index(room_list, room_selection) i = 0 while (i < ds_list_size(room_list)) { if (global.left_keyp || hold_left) { if (room_index_current > 0) room_selection = ds_list_find_value(room_list, (room_index_current - 1)) else room_selection = ds_list_find_value(room_list, (ds_list_size(room_list) - 1)) break } else if (global.right_keyp || hold_right) { if (room_index_current < (ds_list_size(room_list) - 1)) room_selection = ds_list_find_value(room_list, (room_index_current + 1)) else room_selection = ds_list_find_value(room_list, 0) break } else { i++ continue } } break case 5: if keyboard_multicheck_pressed(0) { var world_value = 0 scr_initialize() new_room = asset_get_index(room_selection) xx = 320 yy = 240 global.party_member = follower_selection switch route_selection { case "PACIFIST": global.route = 2 break case "NEUTRAL": global.route = 1 break case "GENO": global.route = 1 break } if (bonus_items == true) { global.player_weapon = "Wild Revolver" global.player_armor_modifier = "Fancy Holster" global.player_armor_modifier_defense = script_execute(gml_Script_scr_determine_armor_modifier_defense) global.player_weapon_modifier_attack = script_execute(gml_Script_scr_determine_weapon_modifier_attack) } obj_pl.x = xx obj_pl.y = yy obj_pl.direction = 90 obj_pl.image_alpha = 1 room = new_room if (global.party_member != noone) instance_create(obj_pl.x, obj_pl.y, global.party_member) } break case 6: if keyboard_multicheck_pressed(0) { scr_initialize() scene = 0 cutscene_timer = 0 cutscene_battle_initiate("ceroba", "true", false) instance_create_depth(0, 0, -1000, obj_ceroba_debugger) } break case 7: if keyboard_multicheck_pressed(0) { scr_initialize() scene = 0 cutscene_timer = 0 global.battle_enemy_name = "flowey" global.battling_boss = true global.battle_start = true global.sound_carry_overworld = false room_goto(rm_battle_flowey) global.death_count[7] = 1 alarm[0] = 1 persistent = true global.cutscene = true obj_pl.image_alpha = 0 global.flag[15] = 3 global.dunes_flag[24] = 2 global.sworks_flag[20] = 3 global.sworks_flag[31] = 3 global.flag[17] = 2 global.dunes_flag[40] = 1 } if keyboard_multicheck_pressed(1) { scr_initialize() scene = 0 cutscene_timer = 0 global.battling_boss = true global.battle_start = true global.sound_carry_overworld = false room_goto(rm_battle_flowey_phase_2) global.cutscene = true obj_pl.image_alpha = 0 } break case 8: if keyboard_multicheck_pressed(0) { scr_initialize() scene = 0 cutscene_timer = 0 cutscene_battle_initiate("martlet genocide final", "true", false) instance_create_depth(0, 0, -1000, obj_martlet_debugger) } }