1 |
event_inherited() |
2 |
if interact |
3 |
{ |
4 |
if (global.party_member != -4) |
5 |
{ |
6 |
if (npc_flag < 3) |
7 |
{ |
8 |
scr_cutscene_startscr_cutscene_startfunction scr_cutscene_start() //gml_Script_scr_cutscene_start
{
global.cutscene = true
obj_pl.state = gml_Script_scr_frozen_state
obj_pl.image_index = 0
obj_pl.image_speed = 0
} () |
9 |
scene = 1 |
10 |
return; |
11 |
} |
12 |
} |
13 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
14 |
is_talking = true |
15 |
switch npc_flag |
16 |
{ |
17 |
case 0: |
18 |
with (msg) |
19 |
{ |
20 |
portrait = false |
21 |
sndfnt = 99 |
22 |
message[0] = "* WHOA!" |
23 |
message[1] = "* Whoa whoa WHOA!" |
24 |
message[2] = "* How many times are you gonna# bring me in? I TOLD you I'm not# a—" |
25 |
message[3] = "* Oh, you're... not a member# of the guard." |
26 |
message[4] = "* Gah! I'm really really sorry!" |
27 |
message[5] = "* I've been mistaken for a human# a few too many times." |
28 |
message[6] = "* Some of 'em even recognize me# now. Maybe I should get to know# them better..." |
29 |
} |
30 |
npc_flag = 1 |
31 |
break |
32 |
case 1: |
33 |
with (msg) |
34 |
{ |
35 |
portrait = false |
36 |
sndfnt = 99 |
37 |
message[0] = "* You kinda look like the same# might've happened to you." |
38 |
message[1] = "* Dressing the way a human# wouldn't is a good start," |
39 |
message[2] = "* but a lot of folks down here# don't know the nuances of# ~human fashion~." |
40 |
message[3] = "* Maybe put on like, two or three# more hats." |
41 |
message[4] = "* Put hats on your feet too.# Nobody will bother you then." |
42 |
} |
43 |
npc_flag = 2 |
44 |
break |
45 |
case 2: |
46 |
with (msg) |
47 |
{ |
48 |
portrait = false |
49 |
sndfnt = 99 |
50 |
message[0] = "* So, do you just walk up to# people repeatedly and expect# them to talk to you?" |
51 |
message[1] = "* ...Does it work?" |
52 |
message[2] = "* ...Should I try it?" |
53 |
} |
54 |
break |
55 |
case 3: |
56 |
if (global.party_member != -4) |
57 |
{ |
58 |
is_talking = false |
59 |
with (msg) |
60 |
{ |
61 |
message[0] = "* (Red stares awkwardly.)" |
62 |
message[1] = "* (She isn't prepared for a# second conversation.)" |
63 |
} |
64 |
} |
65 |
else |
66 |
{ |
67 |
with (msg) |
68 |
{ |
69 |
message[0] = "* Hopefully Martlet didn't give# you too much trouble!" |
70 |
message[1] = "* Not that she would." |
71 |
message[2] = "* If you want a Guard to mistake# you for a human, she's# definitely the best one." |
72 |
} |
73 |
npc_flag = 4 |
74 |
} |
75 |
break |
76 |
case 4: |
77 |
with (msg) |
78 |
{ |
79 |
message[0] = "* ...Wait, did you get arrested# on PURPOSE to try and make new# friends?" |
80 |
message[1] = "* ...." |
81 |
message[2] = "* ..................." |
82 |
message[3] = "* ...You might be onto something,# buster." |
83 |
} |
84 |
npc_flag = 5 |
85 |
break |
86 |
case 5: |
87 |
is_talking = false |
88 |
with (msg) |
89 |
message[0] = "* (Red is in deep thought.)" |
90 |
break |
91 |
} |
92 |
|
93 |
} |
94 |
switch scene |
95 |
{ |
96 |
case 1: |
97 |
with (obj_martlet_follower) |
98 |
{ |
99 |
image_alpha = 0 |
100 |
other.martlet_npc = instance_create(x, y, obj_martlet_npc) |
101 |
} |
102 |
with (obj_pl) |
103 |
other.player_npc = instance_create(x, y, obj_player_npc) |
104 |
with (martlet_npc) |
105 |
{ |
106 |
x_dest[0] = other.x - 20 |
107 |
y_dest[0] = other.y + 35 |
108 |
end_direction = "up" |
109 |
can_walk = true |
110 |
} |
111 |
with (player_npc) |
112 |
{ |
113 |
x_dest[0] = other.x + 20 |
114 |
y_dest[0] = other.y + 35 |
115 |
end_direction = "up" |
116 |
can_walk = true |
117 |
} |
118 |
scene++ |
119 |
break |
120 |
case 2: |
121 |
if (player_npc.npc_arrived && martlet_npc.npc_arrived) |
122 |
{ |
123 |
player_npc.npc_arrived = false |
124 |
martlet_npc.npc_arrived = false |
125 |
timer = 30 |
126 |
scene++ |
127 |
} |
128 |
break |
129 |
case 3: |
130 |
if (!scr_timerscr_timerfunction scr_timer() //gml_Script_scr_timer
{
if (timer > 0)
{
timer--
return false;
}
else
return true;
} ()) |
131 |
return; |
132 |
var martlet = martlet_npc |
133 |
var red = id |
134 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
135 |
with (msg) |
136 |
{ |
137 |
if (talker[message_current] == red) |
138 |
sndfnt = 99 |
139 |
if (talker[message_current] == martlet || message_current == 0) |
140 |
sndfnt = 102 |
141 |
talker[0] = martlet |
142 |
message[0] = "* Ooooh! Oh, hey! Clover!" |
143 |
message[1] = "* Remember how I told you# I apprehended a human# last week?" |
144 |
message[2] = "* Thaaat's her!" |
145 |
prt[0] = 328 |
146 |
prt[1] = 328 |
147 |
prt[2] = 318 |
148 |
talker[3] = red |
149 |
message[3] = "* ?" |
150 |
message[4] = "* ????????????" |
151 |
message[5] = "* You STILL think I'm... your# captain DID explain to you I'm# not a human, right?" |
152 |
message[6] = "* Please tell me she did." |
153 |
talker[7] = martlet |
154 |
message[7] = "* Oh! I'm so sorry! I just# thought you-" |
155 |
prt[7] = 333 |
156 |
talker[8] = red |
157 |
message[8] = "* No, no, I'm sorry, I just...# get it often." |
158 |
message[9] = "* You MAY OR MAY NOT be the first# that apprehended me repeatedly,# though." |
159 |
message[10] = "* Kinda put me on edge." |
160 |
talker[9] = martlet |
161 |
message[9] = "* It's totally fine!" |
162 |
message[10] = "* You wouldn't believe# how many grumpy# monsters I deal with." |
163 |
message[11] = "* N-not that you're a# grumpy monster!" |
164 |
message[12] = "* I'm sure you're very# nice!" |
165 |
message[13] = "* Ahem. Anyway..." |
166 |
message[14] = "* What's your name?" |
167 |
ch_msg = 14 |
168 |
ch[1] = "It's Clover" |
169 |
message[15] = "* Huh? No, not you, silly,# her!" |
170 |
prt[9] = 318 |
171 |
prt[10] = 328 |
172 |
prt[11] = 333 |
173 |
prt[12] = 323 |
174 |
prt[13] = 335 |
175 |
prt[14] = 320 |
176 |
prt[15] = 333 |
177 |
talker[16] = red |
178 |
message[16] = "* I.... Actually, how about# \"Red?\"" |
179 |
message[17] = "* That's what your colleagues# have kept calling me every time# I get falsely apprehended." |
180 |
message[18] = "* To be honest..." |
181 |
message[19] = "* I hoped that eventually I'd be# \"caught\" enough that you'd all# recognize me and it'd stop." |
182 |
message[20] = "* It might just be wiser to JOIN# the Guard at this point..." |
183 |
talker[21] = martlet |
184 |
message[21] = "* Join?" |
185 |
message[22] = "* That would be fantastic!" |
186 |
message[23] = "* I'd be glad to show you# the ropes of my job!" |
187 |
message[24] = "* You could even help me# build puzzles!" |
188 |
message[25] = "* That might be a code# violation now that I# think about it..." |
189 |
message[26] = "* Aaahh, it's fine!" |
190 |
prt[21] = 333 |
191 |
prt[22] = 318 |
192 |
prt[23] = 318 |
193 |
prt[24] = 313 |
194 |
prt[25] = 335 |
195 |
prt[26] = 313 |
196 |
talker[27] = red |
197 |
message[27] = "* What?" |
198 |
message[28] = "* It can't be THAT easy to get in,# right?" |
199 |
talker[29] = martlet |
200 |
message[29] = "* I mean, they let me# join." |
201 |
message[30] = "* We'll figure it out!" |
202 |
message[31] = "* Me and Clover have some# important business to# attend to." |
203 |
message[32] = "* But I should be free# next week!" |
204 |
message[33] = "* You can find me doing# my duty around Snowdin# any day." |
205 |
prt[29] = 337 |
206 |
prt[30] = 313 |
207 |
prt[31] = 338 |
208 |
prt[32] = 328 |
209 |
prt[33] = 328 |
210 |
talker[34] = red |
211 |
message[34] = "* Oh." |
212 |
message[35] = "* You're serious." |
213 |
message[36] = "* Ah, ahahaha, I mean, haha,# s-sure?" |
214 |
message[37] = "* S-sounds like a plan!!" |
215 |
message[38] = "* See you then!!" |
216 |
talker[39] = martlet |
217 |
message[39] = "* See ya!" |
218 |
prt[39] = 312 |
219 |
} |
220 |
if (!global.dialogue_open) |
221 |
{ |
222 |
scene++ |
223 |
obj_pl.image_alpha = 1 |
224 |
obj_pl.direction = 90 |
225 |
with (obj_martlet_follower) |
226 |
{ |
227 |
x = other.martlet_npc.x |
228 |
y = other.martlet_npc.y |
229 |
npc_reset = true |
230 |
dir_new[1] = 90 |
231 |
image_alpha = 1 |
232 |
} |
233 |
instance_destroy(martlet_npc) |
234 |
instance_destroy(player_npc) |
235 |
return; |
236 |
} |
237 |
break |
238 |
case 4: |
239 |
scene = 0 |
240 |
npc_flag = 3 |
241 |
scr_cutscene_end() |
242 |
break |
243 |
} |