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gml_Object_obj_knock_room_Alarm_0

(view raw script w/o annotations or w/e)
1
if (knock == 0)
2
{
3
    knock = 1;
4
    if (knock == 1)
5
        alarm[5] = 30;
gml_Object_obj_knock_room_Alarm_5.gml

myinteract = 3; global.msc = 0; global.typer = 5; global.facechoice = 0; global.faceemotion = 0; global.msg[0] =
Close MessageClose Message
scr_gettext("obj_knock_room_62")
; if (room == room_water_undyneyard) { global.msg[0] =
* (Doesn't seem like
anyone's home.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_65")
; if (global.flag[350 status_undyne] == 0 && instance_exists(obj_papyrus_room)) global.msg[0] =
* (If someone's there,Delay 11
they aren't answering
the door.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_67")
; if (global.flag[350 status_undyne] == 1) global.msg[0] =
* (No one is home.)Delay 11
* (And you get the feeling
no one ever will be.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_69")
; if (global.flag[350 status_undyne] == 2) global.msg[0] =
* (You hear irritated groans
from the inside.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_71")
; if (global.flag[389 dated_undyne] >= 2) global.msg[0] =
* (Sounds like only fire
lives here now.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_75")
; } if (room == room_tundra_town2 && x > 200) { global.msg[0] =
* Who's there?Delay 11
* I'm in the middle of
my favorite TV program.Wait for input
scr_gettext("obj_knock_room_81")
; global.msg[1] =
* I know,Delay 11 I know...Delay 11
* Staring at a screen...
* Sounds like a boring hobby.Wait for input
scr_gettext("obj_knock_room_82")
; global.msg[2] =
* But TV offers an escape
to another world.Delay 11
* We really need that.Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_83")
; if (read > 0) global.msg[0] =
* You wanna watch too?Delay 11
* Sorry,Delay 11 this is a one-player
TV show.Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_86")
; } if (room == room_tundra_town2 && x < 200) { global.msg[0] =
* Ahh,Delay 11 what a beautiful knock...Delay 11!
* Maybe if I don't answer,Delay 11
I'll hear it again.Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_91")
; if (read == 1) global.msg[0] =
* Ahh,Delay 11 my patience rewards me.Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_93")
; if (read > 1) global.msg[0] =
* Ahh...Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_95")
; if (scr_murderlv() >= 7) global.msg[0] =
* (No answer.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_99")
; } if (room == room_fire_hoteldoors) { if (x < 166) global.msc = 860; if (x > 240) global.msc = 862; if (x > 300) global.msc = 864; if (scr_murderlv() >= 12) { global.msc = 0; global.msg[0] =
* (No answer.)Wait for inputClose MessageClose Message
scr_gettext("obj_knock_room_113")
; } } read += 1; mydialoguer = instance_create(0, 0, obj_dialoguer);
6
}