if live_call() return global.live_result; var rephil = obj_snowdin_13_rephil var toast = obj_snowdin_13_toast var swig = obj_snowdin_13_swig var toast_col = make_color_rgb(119, 255, 198) var swig_col = make_color_rgb(150, 173, 255) var rephil_col = make_color_rgb(211, 231, 221) if (global.snowdin_flag[8] == 0) { switch scene { case 1: scr_cutscene_start() scr_radio_fade(0, 500) timer = 10 scene++ break case 2: if (timer > 0) timer-- else { with (rephil) { image_speed = 0.25 if on_animation_end() { sprite_index = spr_rephil_overworld_yellow image_speed = 0 other.timer = 45 other.scene += 1 } } } break case 3: if (timer > 0) timer-- scr_text() with (msg) { portrait = false talker[0] = rephil message[0] = "* Hey, watch it!" message[1] = "* Oh ho ho. Wouldya look at that." message[2] = "* I think this chump wants to# pass." message[3] = string("* {0}! Toast! Come over here!", global.fun_swig_name) } if (global.dialogue_open == false) { timer = 30 audio_play_sound(mus_occupied_turf_yellow, 1, 1) scene++ } break case 4: with (rephil) { if (y > 200) y -= 3 } with (toast) { if (x > 190) x -= 5 } with (swig) { if (x < 130) x += 5 } if (timer > 0) timer-- else scene++ break case 5: with (toast) { path_start(pt_toast_jump_snowdin_13_yellow, 5, path_action_stop, false) audio_play_sound(snd_toast_jump, 1, 0) } scene++ break case 6: with (toast) { if (path_position == 1) { sprite_index = spr_toast_turn_overworld_yellow image_speed = 0.5 other.timer = 15 other.scene++ } } break case 7: if (timer > 0) timer-- else scene++ break case 8: scr_text() with (msg) { message[0] = "* Yeah boss?" message[1] = "* What's up? You need a shave# again?" message[2] = "* We got ourselves some fresh# meat." message[3] = "* Ha! You ain't gettin' nowhere,# small fry!" message[4] = "* Yeah! Not nowhere!" message[5] = "* Will you two put a lid on it?" message[6] = "* Ahm." message[7] = "* Anyway." message[8] = "* The name's Rephil." message[9] = "* I'm the boss of the# world-renowned gang, The# Shufflers." message[10] = "* We rule this town." message[11] = "* If you wanna pass, you're gonna# have to go through us!" talker[0] = toast talker[1] = swig talker[2] = rephil talker[3] = swig talker[4] = toast talker[5] = rephil } if (global.dialogue_open == false) scene++ break case 9: global.sound_carry_overworld = true global.battle_enemy_name = "shufflers" global.exclamation_mark_type = "nothing" global.battling_enemy = false global.battling_boss = true global.battle_start = true global.current_room_overworld = room_get_name(room) instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle) scene++ break } } else if (global.snowdin_flag[8] == 1) { switch scene { case 0: scr_radio_fade(0, 0) if (timer < 0) timer-- else scene++ break case 1: scr_text() with (msg) { portrait = false talker[0] = rephil message[0] = "* Geez." message[1] = "* We Shufflers prefer to settle# things in a more dignified# manner." message[2] = "* Ya catch my drift?" message[3] = "* We would like to propose a# challenge." message[4] = "* A game of sorts." } scene++ break case 2: if (!instance_exists(obj_dialogue)) { obj_snowdin_13_ball.active = true audio_play_sound(snd_slide_whistle, 20, 0) scene++ } break case 3: if (obj_snowdin_13_ball.ball_arrived == 1) { obj_snowdin_13_ball.ball_arrived = 0 scene++ } break case 4: scr_text() with (msg) { portrait = false talker[0] = rephil message[0] = "* We'll take this ball 'ere, and# hide it under one of us." message[1] = "* Next, we'll shuffle around." message[2] = "* When we finish, you'll have to# guess who has the ball." message[3] = "* We'll do this three times in a# row." message[4] = "* You win?" message[5] = "* You can pass." message[6] = "* You lose?" message[7] = "* We'll sit here blockin' ya for# all eternity." } scene++ break case 5: if (!instance_exists(obj_dialogue)) { obj_snowdin_13_ball.active = 3 audio_play_sound(snd_slide_whistle_reversed, 20, 0) scene++ } break case 6: if (obj_snowdin_13_ball.ball_arrived == 1) { instance_destroy(obj_snowdin_13_ball) scene++ } break case 7: scr_text() with (msg) { portrait = false ch[1] = "Yes" ch[2] = "No" ch_msg = 0 talker[0] = rephil message[0] = "* Ya pickin' up what I'm puttin'# down?" message[1] = "* That makes things easy, then." message[2] = "* Here we go!" if (outcome == 1) { talker[1] = rephil message[1] = "* That makes things easy, then." message[2] = "* Here we go!" other.scene = 11 } if (outcome == 2) { instance_destroy() global.dialogue_open = false other.scene = 8 } } break case 8: scr_text() with (msg) { message[0] = "* No?" message[1] = "* Well ain't you just some# unwanted coffee dregs." message[2] = "* Yeah, dregs." message[3] = "* Now, now. If ya don't get# somethin', ya don't get it." message[4] = "* It ain't the kid's fault." message[5] = "* Tell ya what. Give that head of# yours a nice break." message[6] = "* Mull over the rules. Make sure# ya get 'em good an' proper." message[7] = "* Until then, the Shufflers'll be# on path blockin' duty." message[8] = "* Ain't that right boys?" message[9] = "* Yeah boss. Duty!" talker[0] = rephil talker[1] = swig talker[2] = toast talker[3] = rephil talker[9] = toast } if (!global.dialogue_open) scene++ break case 9: if (!instance_exists(obj_dialogue)) { scr_audio_fade(156, 1000) shufflers_turn_away = true if (timer > 0) timer-- else scene++ } break case 10: scr_cutscene_end() scr_radio_fade(1, 500) audio_stop_sound(mus_occupied_turf_yellow) global.snowdin_flag[8] = 2 scene = 0 break case 11: if (!instance_exists(obj_dialogue)) { shufflers_puzzle = true timer = 0 scene = 0 global.snowdin_flag[8] = 3 } break } } if ((global.snowdin_flag[8] == 2 || global.snowdin_flag[8] == 3) && (!failure)) { switch scene { case 1: scr_cutscene_start() scr_radio_fade(0, 500) shufflers_turn = true scene++ break case 2: with (rephil) { if on_animation_end() { sprite_index = spr_rephil_overworld_yellow image_speed = 0 other.scene += 1 } } break case 3: scr_text() with (msg) { if (global.snowdin_flag[8] == 2) { portrait = false ch[1] = "Yes" ch[2] = "No" ch_msg = 2 talker[0] = rephil message[0] = "* 'Ey, look who's back!" message[1] = "* That's the type of stand-up kid# I like to see." message[2] = "* You ready to play?" if (outcome == 1) { color_noloop = false message[3] = "* That makes things easy, then." message[4] = "* Here we go!" other.scene = 6 } if (outcome == 2) { color_noloop = false message[3] = "* Fine then." timer = 45 other.scene = 4 } } else { portrait = false talker[0] = rephil message[0] = "* Think you can pass this time?# Let's find out!" other.scene = 6 } } break case 4: if (!instance_exists(obj_dialogue)) { scr_audio_fade(156, 1000) shufflers_turn_away = true if (timer > 0) timer-- else scene++ } break case 5: audio_stop_sound(mus_occupied_turf_yellow) with (obj_radio) audio_sound_gain(bgm, 1, 500) scr_cutscene_end() break case 6: if (!instance_exists(obj_dialogue)) { shufflers_puzzle = true global.snowdin_flag[8] = 3 timer = 0 scene = 0 } break } } if (shufflers_puzzle == true) cts_shufflers_puzzle() if (failure && (!shufflers_puzzle)) { if (shufflers_failsafe < 6) { if (scene == 0) { scr_text() with (msg) { talker[0] = rephil message[0] = "* Well, ain't that a pity." message[1] = "* Why don't you take a while an'# come back when you're ready to# try again?" message[2] = "* Take some time to practice by# yourself if ya can." message[3] = "* Maybe then you'll be a bit more# of a challenge." message[4] = "* Until then, we ain't movin'.# Right boys?" message[5] = "* Yeah boss, we'll stay right# 'ere." talker[5] = swig message[6] = "* Yeah. We ain't got anywhere# better to go." talker[6] = toast } if (global.dialogue_open == false) { shufflers_turn_away = true timer = 60 scene++ } } if (scene == 1) { if (timer > 0) timer-- else { scr_radio_fade(1, 500) scr_cutscene_end() failure = false scene = 0 } } } else { scr_text() with (msg) { talker[0] = rephil message[0] = "* Uhh, hey there, kid." message[1] = "* We've been at this a while, ya# know?" message[2] = "* Ain't you gettin' tired of this?" message[3] = "* Even we're gettin' pretty tired." message[4] = "* We don't usually have this much# exercise." message[5] = "* See, we don't get many# customers tryin' to come# through." message[6] = "* They must have heard how# intimidatin' we can be, right# boys?" talker[7] = swig message[7] = "* Yeah, boss!" message[8] = "* Ain't nobody messin' with us!" talker[9] = toast message[9] = "* Yeah, boss!" message[10] = "* Mess!" talker[11] = rephil message[11] = "* Tell ya what, kid." message[12] = "* Challengin' us again an' again," message[13] = "* Failin' over an' over," message[14] = "* 'Specially when you're so# clearly outmatched," message[15] = "* Takes a lot outta ya." message[16] = "* You gotta have a ton of# perseverance to pull that off." message[17] = "* That, or you're one of the# stupidest monsters I ever met." message[18] = "* Either way, I think you've# earned your way through." message[19] = "* Come on, boys." } if (global.dialogue_open == false) { global.snowdin_flag[8] = 4 failure = false scene = 1 } } } if (global.snowdin_flag[8] == 4) { switch scene { case 0: scr_text() with (msg) { message[0] = "* Boss, I think the little punk# beat us." message[1] = "* That must've been a lucky# guess!" message[2] = "* There's no way a glass of# spoiled milk like you could# beat us!" message[3] = "* Now, now, Toast. Let's simmer# down." message[4] = "* There ain't nothing to get# heated over." message[5] = "* The kid beat us fair n' square." message[6] = "* The Shufflers ain't nothing if# not true to their word." message[7] = "* Ain't that right?" message[8] = "* Yeah boss, a Shuffler always# keeps their word." message[9] = "* Yeah, always." message[10] = "* Now, kid, we'll let you pass on# through." message[11] = "* You've earned ya self a# powerful friend in the# Shufflers today." message[12] = "* All ya gotta do is remember the# name," message[13] = "* An' we'll be on ya side if ya# ever need us." message[14] = "* The Shufflers always protect a# friend, right boys?" message[15] = "* Yeah, you got a problem, we can# handle it." message[16] = "* Yeah, handle." talker[0] = toast talker[1] = swig talker[3] = rephil talker[8] = swig talker[9] = toast talker[10] = rephil talker[15] = swig talker[16] = toast } if (global.dialogue_open == false) scene++ break case 1: if instance_exists(obj_dialogue) break else { scr_audio_fade(156, 500) with (rephil) { if (y > 170) y -= 1.5 else if (x > 120) x -= 1.5 else { other.scene++ other.timer = 15 } } with (toast) { if (x < 200) x += 1 } with (swig) { if (x > 120) x -= 1 } break } case 2: if (timer > 0) timer-- else { global.snowdin_flag[8] = 5 scr_radio_fade(1, 500) scr_cutscene_end() scene = 0 } break } } if shufflers_turn_away { shufflers_turn_away = false with (rephil) { sprite_index = spr_rephil_turn_away image_speed = 0.2 } with (swig) { sprite_index = spr_swig_turn_away image_speed = 0.2 } with (toast) { sprite_index = spr_toast_turn_away image_speed = 0.2 } } if shufflers_turn { shufflers_turn = false with (rephil) { sprite_index = spr_rephil_turn_overworld_yellow image_index = 0 image_speed = 0.2 } with (swig) { sprite_index = spr_swig_turn_overworld_yellow image_index = 0 image_speed = 0.2 } with (toast) { sprite_index = spr_toast_turn_overworld_yellow image_index = 0 image_speed = 0.2 } } if instance_exists(obj_dialogue) { with (obj_dialogue) { if (!(variable_instance_exists(id, "color_noloop"))) color_noloop = false color = true col_modif[0] = toast_col col_modif[1] = swig_col col_modif[2] = rephil_col var new_col = 2 if (!color_noloop) { for (var i = 0; i < array_length(message); i++) { if is_array(talker) { var talker_current = talker[clamp(i, 0, (array_length(talker) - 1))] if (talker_current != -4 || other.shufflers_puzzle == true) { if (talker_current == rephil || other.shufflers_puzzle == true) new_col = 2 if (talker_current == swig) new_col = 1 if (talker_current == toast) new_col = 0 message_col[i][0] = "" message_col[i][1] = "" message_col[i][2] = "" message_col[i][new_col] = message[i] } } } color_noloop = true } } }