1 |
if instance_exists(obj_starlo_npc) |
2 |
var actor_starlo = obj_starlo_npc |
3 |
if instance_exists(obj_ceroba_npc) |
4 |
var actor_ceroba = obj_ceroba_npc |
5 |
switch scene |
6 |
{ |
7 |
case 17: |
8 |
cutscene_wait(1) |
9 |
break |
10 |
case 18: |
11 |
cutscene_dialogue() |
12 |
with (msg) |
13 |
{ |
14 |
talker[0] = actor_ceroba |
15 |
message[0] = "* Who have you become?" |
16 |
message[1] = "* Because this sure as# hell isn't the Starlo# I grew up with!" |
17 |
prt[0] = 370 |
18 |
prt[1] = 394 |
19 |
position = 0 |
20 |
} |
21 |
break |
22 |
case 19: |
23 |
cutscene_npc_direction(actor_clover, "down") |
24 |
break |
25 |
case 20: |
26 |
cutscene_npc_walk(actor_ceroba, actor_starlo.x, (actor_clover.y + 20), 1, "x", "up") |
27 |
break |
28 |
case 21: |
29 |
cutscene_npc_walk_relative(actor_clover, -35, 0, 3, "x", "right") |
30 |
break |
31 |
case 22: |
32 |
if cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_clover.y, 1, "y", "up") |
33 |
cutscene_advance(22.5) |
34 |
break |
35 |
case 22.5: |
36 |
if cutscene_camera_move(actor_starlo.x, (actor_starlo.y + (actor_ceroba.y - actor_starlo.y) / 2), 2) |
37 |
cutscene_advance(23) |
38 |
break |
39 |
case 23: |
40 |
cutscene_dialogue() |
41 |
with (msg) |
42 |
{ |
43 |
position = 0 |
44 |
talker[0] = actor_starlo |
45 |
message[0] = "* Ceroba..." |
46 |
message[1] = "* Now's not a good time# for this." |
47 |
message[2] = "* Don't kick me while# I'm down, please." |
48 |
prt[0] = 421 |
49 |
prt[1] = 416 |
50 |
prt[2] = 416 |
51 |
if (message_current == 1) |
52 |
actor_starlo.npc_direction = "up" |
53 |
} |
54 |
actor_clover.npc_direction = "up" |
55 |
break |
56 |
case 24: |
57 |
cutscene_wait(0.5) |
58 |
break |
59 |
case 25: |
60 |
cutscene_dialogue() |
61 |
with (msg) |
62 |
{ |
63 |
position = 0 |
64 |
talker[0] = actor_ceroba |
65 |
message[0] = "* I'm... I'm sorry, Star." |
66 |
message[1] = "* I know this is# weighing heavily on you# but listen..." |
67 |
message[2] = "* None of us hate you.# The REAL you." |
68 |
message[3] = "* We adore you!" |
69 |
message[4] = "* What we hate is this# false, reckless persona# you've created." |
70 |
prt[0] = 394 |
71 |
prt[1] = 370 |
72 |
prt[2] = 370 |
73 |
prt[3] = 372 |
74 |
prt[4] = 394 |
75 |
talker[5] = actor_starlo |
76 |
message[5] = "* ..." |
77 |
prt[5] = 406 |
78 |
talker[6] = actor_ceroba |
79 |
message[6] = "* I have my own baggage.# We all do." |
80 |
message[7] = "* I don't even know if I# have room to say this# but..." |
81 |
message[8] = "* Bring him back." |
82 |
message[9] = "* Bring back the# innocent farmer I once# knew." |
83 |
prt[6] = 377 |
84 |
prt[7] = 371 |
85 |
prt[8] = 370 |
86 |
prt[9] = 372 |
87 |
talker[10] = actor_starlo |
88 |
message[10] = "* I just... wanted to be# appreciated. Revered by# all." |
89 |
message[11] = "* I was trying to provide# a slice of the Surface# where we have none." |
90 |
prt[10] = 406 |
91 |
prt[11] = 406 |
92 |
talker[12] = actor_ceroba |
93 |
message[12] = "* There's nothing wrong# with that." |
94 |
message[13] = "* I'm not even telling# you to quit running the# town." |
95 |
message[14] = "* Just don't let this# identity consume you.# It isn't healthy." |
96 |
prt[12] = 370 |
97 |
prt[13] = 370 |
98 |
prt[14] = 394 |
99 |
} |
100 |
break |
101 |
case 26: |
102 |
cutscene_wait(0.5) |
103 |
break |
104 |
case 27: |
105 |
cutscene_dialogue() |
106 |
with (msg) |
107 |
{ |
108 |
position = 0 |
109 |
talker[0] = actor_starlo |
110 |
message[0] = "* ..." |
111 |
prt[0] = 416 |
112 |
} |
113 |
break |
114 |
case 28: |
115 |
cutscene_wait(0.45) |
116 |
break |
117 |
case 29: |
118 |
cutscene_npc_direction(actor_starlo, "right") |
119 |
break |
120 |
case 30: |
121 |
cutscene_wait(0.45) |
122 |
break |
123 |
case 31: |
124 |
cutscene_npc_direction(actor_starlo, "down") |
125 |
break |
126 |
case 32: |
127 |
cutscene_music_start(192, 500) |
128 |
break |
129 |
case 33: |
130 |
cutscene_dialogue() |
131 |
with (msg) |
132 |
{ |
133 |
position = 0 |
134 |
talker[0] = actor_starlo |
135 |
message[0] = "* ...Very well." |
136 |
message[1] = "* Clover, I'm terribly# sorry for attacking# you." |
137 |
message[2] = "* I do value your# friendship and the time# we've spent together." |
138 |
message[3] = "* You have every right# to make fun but..." |
139 |
prt[0] = 406 |
140 |
prt[1] = 406 |
141 |
prt[2] = 418 |
142 |
prt[3] = 416 |
143 |
} |
144 |
break |
145 |
case 34: |
146 |
cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0) |
147 |
break |
148 |
case 35: |
149 |
cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200) |
150 |
break |
151 |
case 36: |
152 |
cutscene_npc_reset_sprite(actor_starlo, "down") |
153 |
break |
154 |
case 37: |
155 |
cutscene_wait(0.25) |
156 |
break |
157 |
case 38: |
158 |
cutscene_dialogue() |
159 |
with (msg) |
160 |
{ |
161 |
position = 0 |
162 |
talker[0] = actor_starlo |
163 |
message[0] = "* This is who I really# am." |
164 |
message[1] = "* I'm not a real# sheriff... just some# nobody farmer." |
165 |
prt[0] = 432 |
166 |
prt[1] = 432 |
167 |
talker[2] = actor_ceroba |
168 |
message[2] = "* Don't say that, Star." |
169 |
message[3] = "* You may not be a real# sheriff but..." |
170 |
message[4] = "* You're certainly the# best sheriff I'VE ever# known!" |
171 |
prt[2] = 370 |
172 |
prt[3] = 377 |
173 |
prt[4] = 395 |
174 |
} |
175 |
break |
176 |
case 39: |
177 |
cutscene_wait(0.25) |
178 |
break |
179 |
case 40: |
180 |
cutscene_dialogue() |
181 |
with (msg) |
182 |
{ |
183 |
position = 0 |
184 |
talker[0] = actor_starlo |
185 |
message[0] = "* Yeah..." |
186 |
message[1] = "* I suppose I am KINDA# cool." |
187 |
prt[0] = 429 |
188 |
prt[1] = 433 |
189 |
talker[2] = actor_ceroba |
190 |
message[2] = "* Darn right!" |
191 |
prt[2] = 398 |
192 |
talker[3] = actor_starlo |
193 |
message[3] = "* But..." |
194 |
prt[3] = 431 |
195 |
} |
196 |
break |
197 |
case 41: |
198 |
cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0) |
199 |
break |
200 |
case 42: |
201 |
cutscene_wait(0.25) |
202 |
break |
203 |
case 43: |
204 |
cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232) |
205 |
break |
206 |
case 44: |
207 |
cutscene_npc_reset_sprite(actor_starlo, "down") |
208 |
case 45: |
209 |
cutscene_dialogue() |
210 |
with (msg) |
211 |
{ |
212 |
talker[0] = actor_ceroba |
213 |
talker[1] = actor_starlo |
214 |
talker[3] = actor_ceroba |
215 |
talker[4] = actor_starlo |
216 |
talker[5] = actor_ceroba |
217 |
talker[11] = actor_starlo |
218 |
talker[12] = actor_ceroba |
219 |
talker[16] = actor_starlo |
220 |
talker[17] = actor_ceroba |
221 |
message[0] = "* Save it. We have a# posse to reunite!" |
222 |
message[1] = "* Oh yeah! Ed and the# others deserve an# apology." |
223 |
message[2] = "* I feel really bad for# hurting them..." |
224 |
message[3] = "* I'm sure they'll# forgive you." |
225 |
message[4] = "* I hope so..." |
226 |
message[5] = "* ..." |
227 |
message[6] = "* Clover, I... wish you# luck on your journey." |
228 |
message[7] = "* I can tell you've# fought your fair share# of battles." |
229 |
message[8] = "* Your skill is almost...# intimidating." |
230 |
message[9] = "* I had a plan for us to# travel together but you# don't need me." |
231 |
message[10] = "* After all, I have a# sheriff on my side." |
232 |
message[11] = "* Heh, that's right,# missy!" |
233 |
message[12] = "* Don't push your luck,# Star." |
234 |
message[13] = "* Anyway, just head north# and you'll find a# shortcut to Hotland." |
235 |
message[14] = "* I..." |
236 |
message[15] = "* ...Nevermind." |
237 |
message[16] = "* ...You okay?" |
238 |
message[17] = "* Me? I'm fine." |
239 |
message[18] = "* ..." |
240 |
message[19] = "* I uh... had something# in Oasis Valley to# attend. I gotta go." |
241 |
message[20] = "* Goodbye, Clover." |
242 |
prt[0] = 395 |
243 |
prt[1] = 428 |
244 |
prt[2] = 406 |
245 |
prt[3] = 372 |
246 |
prt[4] = 406 |
247 |
prt[5] = 370 |
248 |
prt[6] = 370 |
249 |
prt[7] = 372 |
250 |
prt[8] = 395 |
251 |
prt[9] = 370 |
252 |
prt[10] = 372 |
253 |
prt[11] = 424 |
254 |
prt[12] = 377 |
255 |
prt[13] = 370 |
256 |
prt[14] = 394 |
257 |
prt[15] = 370 |
258 |
prt[16] = 421 |
259 |
prt[17] = 393 |
260 |
prt[18] = 394 |
261 |
prt[19] = 370 |
262 |
prt[20] = 372 |
263 |
switch message_current |
264 |
{ |
265 |
case 0: |
266 |
position = 0 |
267 |
break |
268 |
case 4: |
269 |
actor_starlo.npc_direction = "right" |
270 |
break |
271 |
case 5: |
272 |
actor_starlo.npc_direction = "down" |
273 |
break |
274 |
case 6: |
275 |
actor_ceroba.npc_direction = "left" |
276 |
other.actor_clover.npc_direction = "right" |
277 |
position = 1 |
278 |
break |
279 |
case 10: |
280 |
actor_ceroba.npc_direction = "up" |
281 |
break |
282 |
case 11: |
283 |
position = 0 |
284 |
break |
285 |
case 13: |
286 |
actor_ceroba.npc_direction = "left" |
287 |
break |
288 |
case 17: |
289 |
actor_ceroba.npc_direction = "up" |
290 |
break |
291 |
case 20: |
292 |
actor_ceroba.npc_direction = "left" |
293 |
break |
294 |
} |
295 |
|
296 |
} |
297 |
break |
298 |
case 46: |
299 |
cutscene_wait(0.25) |
300 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out
{
var snd = argument0
var fade_len = argument1
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
} (mus_renewed, 500) |
301 |
break |
302 |
case 47: |
303 |
cutscene_npc_walk(actor_ceroba, actor_ceroba.x, ((__view_get((2 << 0), 0)) + 50), 3, "y", "down") |
304 |
if (actor_ceroba.y > (actor_clover.y + 20)) |
305 |
actor_clover.npc_direction = "down" |
306 |
break |
307 |
case 48: |
308 |
cutscene_wait(0.5) |
309 |
no_loop_badge = false |
310 |
break |
311 |
case 49: |
312 |
cutscene_dialogue() |
313 |
actor_clover.npc_direction = "up" |
314 |
with (msg) |
315 |
{ |
316 |
position = 0 |
317 |
talker[0] = actor_starlo |
318 |
message[0] = "* That was strange... but# it's not your problem. " |
319 |
message[1] = "* You need to get a move# on. " |
320 |
message[2] = "* Oh! I almost forgot# something very# important! " |
321 |
message[3] = "* Here!" |
322 |
prt[0] = 421 |
323 |
prt[1] = 417 |
324 |
prt[2] = 426 |
325 |
prt[3] = 417 |
326 |
} |
327 |
actor_starlo.npc_direction = "down" |
328 |
break |
329 |
case 50: |
330 |
cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200) |
331 |
break |
332 |
case 51: |
333 |
cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "up") |
334 |
break |
335 |
case 52: |
336 |
cutscene_wait(0.25) |
337 |
break |
338 |
case 53: |
339 |
cutscene_dialogue() |
340 |
with (msg) |
341 |
{ |
342 |
talker[0] = -4 |
343 |
talker[1] = 1169 |
344 |
sndfnt_array[0] = 391 |
345 |
sndfnt_array[1] = 107 |
346 |
message[0] = "* (You got the Deputy# Badge!)" |
347 |
message[1] = "* Despite a few hiccups,# our little adventure was# a blast." |
348 |
message[2] = "* I'll be seein' ya# around, partner!" |
349 |
prt[1] = 417 |
350 |
prt[2] = 422 |
351 |
if (message_current == 0 && other.no_loop_badge == false) |
352 |
{ |
353 |
audio_play_sound(snd_success, 1, 0) |
354 |
other.no_loop_badge = true |
355 |
} |
356 |
} |
357 |
break |
358 |
case 54: |
359 |
cutscene_npc_action_sprite(actor_starlo, 202, (1/3), true, 0, 232, 5) |
360 |
break |
361 |
case 55: |
362 |
cutscene_wait(1) |
363 |
break |
364 |
case 56: |
365 |
cutscene_npc_action_sprite(actor_clover, 1106, (1/3), true, 0, 275, 6) |
366 |
break |
367 |
case 57: |
368 |
cutscene_wait(1) |
369 |
break |
370 |
case 58: |
371 |
cutscene_dialogue() |
372 |
with (msg) |
373 |
{ |
374 |
talker[0] = actor_starlo |
375 |
message[0] = "* I'm so proud!" |
376 |
prt[0] = 413 |
377 |
position = 0 |
378 |
} |
379 |
break |
380 |
case 59: |
381 |
cutscene_wait(1) |
382 |
actor_clover.action_sprite = false |
383 |
break |
384 |
case 60: |
385 |
cutscene_npc_walk(1168, (actor_starlo.x - 30), actor_clover.y, 3, "x", "right") |
386 |
break |
387 |
case 61: |
388 |
cutscene_wait(0.25) |
389 |
break |
390 |
case 62: |
391 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, ((__view_get((2 << 0), 0)) + 50), 3, "y", "down") |
392 |
if (actor_starlo.y > (actor_clover.y + 20)) |
393 |
actor_clover.npc_direction = "down" |
394 |
break |
395 |
case 63: |
396 |
cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "down") |
397 |
break |
398 |
case 64: |
399 |
cutscene_wait(0.5) |
400 |
break |
401 |
case 65: |
402 |
cutscene_dialogue() |
403 |
with (msg) |
404 |
{ |
405 |
sndfnt = 102 |
406 |
message[0] = "* Clover! Clover!" |
407 |
prt[0] = 318 |
408 |
} |
409 |
break |
410 |
case 66: |
411 |
cutscene_instance_create(actor_clover.x, (actor_clover.y + 220), obj_martlet_npc) |
412 |
break |
413 |
case 67: |
414 |
cutscene_npc_walk(1164, 160, 220, 3, "x", "up") |
415 |
break |
416 |
case 68: |
417 |
cutscene_dialogue() |
418 |
with (msg) |
419 |
{ |
420 |
sndfnt = 102 |
421 |
message[0] = "* I just passed Ceroba# and that North Star# fella." |
422 |
message[1] = "* Did you all patch# everything up?" |
423 |
message[2] = "* -Oh yeah, hi!" |
424 |
message[3] = "* So I have good news and# bad news." |
425 |
message[4] = "* I'll start with the# good:" |
426 |
message[5] = "* Ceroba was kind enough# to free me!" |
427 |
message[6] = "* She's an old# acquaintance of mine so# it was a nice surprise." |
428 |
message[7] = "* She knows I won't tell# ASGORE about this, so no# worries!" |
429 |
message[8] = "* Now that that's taken# care of... the bad news." |
430 |
message[9] = "* I'm about to go back on# my word, sadly." |
431 |
message[10] = "* I know I JUST said I# wouldn't leave your side# but then... ya know... " |
432 |
message[11] = "* ...This crazy detour# happened." |
433 |
message[12] = "* I also realize I threw# my job to the wind to# travel with you but..." |
434 |
message[13] = "* Since the imprisonment# took up so much time, I# have to go back." |
435 |
message[14] = "* If I don't at LEAST# clock in," |
436 |
message[15] = "* the Royal Guard# will grow suspicious!" |
437 |
message[16] = "* Plus, Ava is totalled.# It was their property." |
438 |
message[17] = "* I'll only be gone for a# moment to fix my# mistakes!" |
439 |
message[18] = "* Trust me, this will# help you in the long# run!" |
440 |
message[19] = "* And I know you're tough# enough to handle# yourself. " |
441 |
message[20] = "* I'll send ya a message# where to meet back up,# alright?" |
442 |
message[21] = "* Again, I'm so-so-SO# sorry about this but# I'll cya later!" |
443 |
prt[0] = 324 |
444 |
prt[1] = 328 |
445 |
prt[2] = 333 |
446 |
prt[3] = 323 |
447 |
prt[4] = 328 |
448 |
prt[5] = 312 |
449 |
prt[6] = 328 |
450 |
prt[7] = 337 |
451 |
prt[8] = 329 |
452 |
prt[9] = 322 |
453 |
prt[10] = 317 |
454 |
prt[11] = 333 |
455 |
prt[12] = 317 |
456 |
prt[13] = 317 |
457 |
prt[14] = 321 |
458 |
prt[15] = 321 |
459 |
prt[16] = 332 |
460 |
prt[17] = 321 |
461 |
prt[18] = 328 |
462 |
prt[19] = 312 |
463 |
prt[20] = 337 |
464 |
prt[21] = 320 |
465 |
} |
466 |
break |
467 |
case 69: |
468 |
cutscene_npc_walk(1164, obj_martlet_npc.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), 4, "x", "down") |
469 |
break |
470 |
case 70: |
471 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 1) |
472 |
break |
473 |
case 71: |
474 |
scr_cutscene_end() |
475 |
camera_set_view_target(view_camera[0], 1031) |
476 |
global.dunes_flag[39] = 1 |
477 |
ds_list_clear(global.encounter_list) |
478 |
scene = -1 |
479 |
instance_destroy(actor_clover) |
480 |
instance_destroy(actor_starlo) |
481 |
instance_destroy(obj_martlet_npc) |
482 |
instance_destroy(actor_ceroba) |
483 |
break |
484 |
} |