1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.x >= 120) |
5 |
{ |
6 |
scr_cutscene_start(); |
7 |
cutscene_advance(); |
8 |
} |
9 |
break; |
10 |
case 1: |
11 |
cutscene_wait(0.5); |
12 |
break; |
13 |
case 2: |
14 |
if (!instance_exists(obj_flowey_npc)) |
15 |
instance_create(190, obj_pl.y, obj_flowey_npc); |
16 |
if (cutscene_npc_action_sprite(3194, 242, 0.2, true, 0)) |
17 |
{ |
18 |
obj_flowey_npc.npc_direction = "left"; |
19 |
obj_flowey_npc.action_sprite = false; |
20 |
} |
21 |
break; |
22 |
case 3: |
23 |
cutscene_wait(0.5); |
24 |
break; |
25 |
case 4: |
26 |
cutscene_dialogue(); |
27 |
with (msg) |
28 |
{ |
29 |
talker[0] = 3194; |
30 |
message[0] = "* Hey, pal."; |
31 |
message[1] = "* Heh, what are you doing# in this cramped alley?"; |
32 |
message[2] = "* I think we both know# this isn't the way to# the Castle."; |
33 |
message[3] = "* You do know that, right?# "; |
34 |
message[4] = "* Yeah, so let's turn# around and get on with# the plan."; |
35 |
prt[0] = 348; |
36 |
prt[1] = 347; |
37 |
prt[2] = 352; |
38 |
prt[3] = 357; |
39 |
prt[4] = 354; |
40 |
position = 1; |
41 |
} |
42 |
break; |
43 |
case 5: |
44 |
if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)) |
45 |
{ |
46 |
obj_flowey_npc.action_sprite = false; |
47 |
instance_destroy(obj_flowey_npc); |
48 |
scr_cutscene_end(); |
49 |
global.hotland_flag[0] = 1; |
50 |
cutscene_advance(6); |
51 |
} |
52 |
break; |
53 |
case 6: |
54 |
if (obj_pl.x > 290) |
55 |
{ |
56 |
scr_cutscene_start(); |
57 |
if (!instance_exists(obj_flowey_npc)) |
58 |
instance_create(344, 109, obj_flowey_npc); |
59 |
if (cutscene_npc_action_sprite(3194, 242, 0.2, true, 0)) |
60 |
obj_flowey_npc.action_sprite = false; |
61 |
} |
62 |
break; |
63 |
case 7: |
64 |
cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); |
65 |
break; |
66 |
case 8: |
67 |
cutscene_npc_walk(1168, obj_flowey_npc.x, obj_player_npc.y, 3, "x", "up"); |
68 |
break; |
69 |
case 9: |
70 |
cutscene_wait(0.5); |
71 |
break; |
72 |
case 10: |
73 |
cutscene_dialogue(); |
74 |
with (msg) |
75 |
{ |
76 |
talker[0] = 3194; |
77 |
message[0] = "* Clover, come on."; |
78 |
message[1] = "* Is this about that# letter you received in# the Steamworks?"; |
79 |
message[2] = "* It's gotta be a trap. "; |
80 |
message[3] = "* You're seriously gonna# fall for something so# obvious?"; |
81 |
prt[0] = 357; |
82 |
prt[1] = 354; |
83 |
prt[2] = 356; |
84 |
prt[3] = 351; |
85 |
position = 1; |
86 |
} |
87 |
break; |
88 |
case 11: |
89 |
cutscene_npc_walk_relative(1168, 0, -10, 1, "y", "up"); |
90 |
break; |
91 |
case 12: |
92 |
cutscene_dialogue(); |
93 |
with (msg) |
94 |
{ |
95 |
talker[0] = 3194; |
96 |
message[0] = "* That bird never got you# anywhere."; |
97 |
message[1] = "* You know who did? Me!# Your best friend!"; |
98 |
message[2] = "* How many times have I# saved your life? Huh?"; |
99 |
message[3] = "* All Martlet's done is# put it in danger!"; |
100 |
prt[0] = 351; |
101 |
prt[1] = 348; |
102 |
prt[2] = 349; |
103 |
prt[3] = 351; |
104 |
position = 1; |
105 |
} |
106 |
break; |
107 |
case 13: |
108 |
cutscene_npc_walk_relative(1168, 0, -10, 1, "y", "up"); |
109 |
break; |
110 |
case 14: |
111 |
cutscene_dialogue(); |
112 |
with (msg) |
113 |
{ |
114 |
talker[0] = 3194; |
115 |
message[0] = "* Alright, fine!"; |
116 |
message[1] = "* If this is what you# think is worth your time# then I... trust you."; |
117 |
message[2] = "* What else would a friend# do, after all?"; |
118 |
message[3] = "* Just don't say I didn't# warn you..."; |
119 |
prt[0] = 351; |
120 |
prt[1] = 353; |
121 |
prt[2] = 349; |
122 |
prt[3] = 348; |
123 |
position = 1; |
124 |
} |
125 |
break; |
126 |
case 15: |
127 |
if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)) |
128 |
{ |
129 |
instance_destroy(obj_flowey_npc); |
130 |
instance_destroy(obj_player_npc); |
131 |
global.hotland_flag[0] = 2; |
132 |
scr_cutscene_end(); |
133 |
cutscene_advance(); |
134 |
} |
135 |
break; |
136 |
} |