1 |
var actor_starlo; |
2 |
if (instance_exists(obj_starlo_npc)) |
3 |
actor_starlo = 1169; |
4 |
var actor_ceroba; |
5 |
if (instance_exists(obj_ceroba_npc)) |
6 |
actor_ceroba = 1161; |
7 |
switch (scene) |
8 |
{ |
9 |
case 17: |
10 |
cutscene_wait(1); |
11 |
break; |
12 |
case 18: |
13 |
cutscene_dialogue(); |
14 |
with (msg) |
15 |
{ |
16 |
talker[0] = actor_ceroba; |
17 |
message[0] = "* Who have you become?"; |
18 |
message[1] = "* Because this sure as# hell isn't the Starlo# I grew up with!"; |
19 |
prt[0] = 370; |
20 |
prt[1] = 394; |
21 |
position = 0; |
22 |
} |
23 |
break; |
24 |
case 19: |
25 |
cutscene_npc_direction(actor_clover, "down"); |
26 |
break; |
27 |
case 20: |
28 |
cutscene_npc_walk(actor_ceroba, actor_starlo.x, actor_clover.y + 20, 1, "x", "up"); |
29 |
break; |
30 |
case 21: |
31 |
cutscene_npc_walk_relative(actor_clover, -35, 0, 3, "x", "right"); |
32 |
break; |
33 |
case 22: |
34 |
if (cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_clover.y, 1, "y", "up")) |
35 |
cutscene_advance(22.5); |
36 |
break; |
37 |
case 22.5: |
38 |
if (cutscene_camera_move(actor_starlo.x, actor_starlo.y + ((actor_ceroba.y - actor_starlo.y) / 2), 2)) |
39 |
cutscene_advance(23); |
40 |
break; |
41 |
case 23: |
42 |
cutscene_dialogue(); |
43 |
with (msg) |
44 |
{ |
45 |
position = 0; |
46 |
talker[0] = actor_starlo; |
47 |
message[0] = "* Ceroba..."; |
48 |
message[1] = "* Now's not a good time# for this."; |
49 |
message[2] = "* Don't kick me while# I'm down, please."; |
50 |
prt[0] = 421; |
51 |
prt[1] = 416; |
52 |
prt[2] = 416; |
53 |
if (message_current == 1) |
54 |
actor_starlo.npc_direction = "up"; |
55 |
} |
56 |
actor_clover.npc_direction = "up"; |
57 |
break; |
58 |
case 24: |
59 |
cutscene_wait(0.5); |
60 |
break; |
61 |
case 25: |
62 |
cutscene_dialogue(); |
63 |
with (msg) |
64 |
{ |
65 |
position = 0; |
66 |
talker[0] = actor_ceroba; |
67 |
message[0] = "* I'm... I'm sorry, Star."; |
68 |
message[1] = "* I know this is# weighing heavily on you# but listen..."; |
69 |
message[2] = "* None of us hate you.# The REAL you."; |
70 |
message[3] = "* We adore you!"; |
71 |
message[4] = "* What we hate is this# false, reckless persona# you've created."; |
72 |
prt[0] = 394; |
73 |
prt[1] = 370; |
74 |
prt[2] = 370; |
75 |
prt[3] = 372; |
76 |
prt[4] = 394; |
77 |
talker[5] = actor_starlo; |
78 |
message[5] = "* ..."; |
79 |
prt[5] = 406; |
80 |
talker[6] = actor_ceroba; |
81 |
message[6] = "* I have my own baggage.# We all do."; |
82 |
message[7] = "* I don't even know if I# have room to say this# but..."; |
83 |
message[8] = "* Bring him back."; |
84 |
message[9] = "* Bring back the# innocent farmer I once# knew."; |
85 |
prt[6] = 377; |
86 |
prt[7] = 371; |
87 |
prt[8] = 370; |
88 |
prt[9] = 372; |
89 |
talker[10] = actor_starlo; |
90 |
message[10] = "* I just... wanted to be# appreciated. Revered by# all."; |
91 |
message[11] = "* I was trying to provide# a slice of the Surface# where we have none."; |
92 |
prt[10] = 406; |
93 |
prt[11] = 406; |
94 |
talker[12] = actor_ceroba; |
95 |
message[12] = "* There's nothing wrong# with that."; |
96 |
message[13] = "* I'm not even telling# you to quit running the# town."; |
97 |
message[14] = "* Just don't let this# identity consume you.# It isn't healthy."; |
98 |
prt[12] = 370; |
99 |
prt[13] = 370; |
100 |
prt[14] = 394; |
101 |
} |
102 |
break; |
103 |
case 26: |
104 |
cutscene_wait(0.5); |
105 |
break; |
106 |
case 27: |
107 |
cutscene_dialogue(); |
108 |
with (msg) |
109 |
{ |
110 |
position = 0; |
111 |
talker[0] = actor_starlo; |
112 |
message[0] = "* ..."; |
113 |
prt[0] = 416; |
114 |
} |
115 |
break; |
116 |
case 28: |
117 |
cutscene_wait(0.45); |
118 |
break; |
119 |
case 29: |
120 |
cutscene_npc_direction(actor_starlo, "right"); |
121 |
break; |
122 |
case 30: |
123 |
cutscene_wait(0.45); |
124 |
break; |
125 |
case 31: |
126 |
cutscene_npc_direction(actor_starlo, "down"); |
127 |
break; |
128 |
case 32: |
129 |
cutscene_music_start(192, 500); |
130 |
break; |
131 |
case 33: |
132 |
cutscene_dialogue(); |
133 |
with (msg) |
134 |
{ |
135 |
position = 0; |
136 |
talker[0] = actor_starlo; |
137 |
message[0] = "* ...Very well."; |
138 |
message[1] = "* Clover, I'm terribly# sorry for attacking# you."; |
139 |
message[2] = "* I do value your# friendship and the time# we've spent together."; |
140 |
message[3] = "* You have every right# to make fun but..."; |
141 |
prt[0] = 406; |
142 |
prt[1] = 406; |
143 |
prt[2] = 418; |
144 |
prt[3] = 416; |
145 |
} |
146 |
break; |
147 |
case 34: |
148 |
cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0); |
149 |
break; |
150 |
case 35: |
151 |
cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200); |
152 |
break; |
153 |
case 36: |
154 |
cutscene_npc_reset_sprite(actor_starlo, "down"); |
155 |
break; |
156 |
case 37: |
157 |
cutscene_wait(0.25); |
158 |
break; |
159 |
case 38: |
160 |
cutscene_dialogue(); |
161 |
with (msg) |
162 |
{ |
163 |
position = 0; |
164 |
talker[0] = actor_starlo; |
165 |
message[0] = "* This is who I really# am."; |
166 |
message[1] = "* I'm not a real# sheriff... just some# nobody farmer."; |
167 |
prt[0] = 432; |
168 |
prt[1] = 432; |
169 |
talker[2] = actor_ceroba; |
170 |
message[2] = "* Don't say that, Star."; |
171 |
message[3] = "* You may not be a real# sheriff but..."; |
172 |
message[4] = "* You're certainly the# best sheriff I'VE ever# known!"; |
173 |
prt[2] = 370; |
174 |
prt[3] = 377; |
175 |
prt[4] = 395; |
176 |
} |
177 |
break; |
178 |
case 39: |
179 |
cutscene_wait(0.25); |
180 |
break; |
181 |
case 40: |
182 |
cutscene_dialogue(); |
183 |
with (msg) |
184 |
{ |
185 |
position = 0; |
186 |
talker[0] = actor_starlo; |
187 |
message[0] = "* Yeah..."; |
188 |
message[1] = "* I suppose I am KINDA# cool."; |
189 |
prt[0] = 429; |
190 |
prt[1] = 433; |
191 |
talker[2] = actor_ceroba; |
192 |
message[2] = "* Darn right!"; |
193 |
prt[2] = 398; |
194 |
talker[3] = actor_starlo; |
195 |
message[3] = "* But..."; |
196 |
prt[3] = 431; |
197 |
} |
198 |
break; |
199 |
case 41: |
200 |
cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0); |
201 |
break; |
202 |
case 42: |
203 |
cutscene_wait(0.25); |
204 |
break; |
205 |
case 43: |
206 |
cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232); |
207 |
break; |
208 |
case 44: |
209 |
cutscene_npc_reset_sprite(actor_starlo, "down"); |
210 |
case 45: |
211 |
cutscene_dialogue(); |
212 |
with (msg) |
213 |
{ |
214 |
talker[0] = actor_ceroba; |
215 |
talker[1] = actor_starlo; |
216 |
talker[3] = actor_ceroba; |
217 |
talker[4] = actor_starlo; |
218 |
talker[5] = actor_ceroba; |
219 |
talker[11] = actor_starlo; |
220 |
talker[12] = actor_ceroba; |
221 |
talker[16] = actor_starlo; |
222 |
talker[17] = actor_ceroba; |
223 |
message[0] = "* Save it. We have a# posse to reunite!"; |
224 |
message[1] = "* Oh yeah! Ed and the# others deserve an# apology."; |
225 |
message[2] = "* I feel really bad for# hurting them..."; |
226 |
message[3] = "* I'm sure they'll# forgive you."; |
227 |
message[4] = "* I hope so..."; |
228 |
message[5] = "* ..."; |
229 |
message[6] = "* Clover, I... wish you# luck on your journey."; |
230 |
message[7] = "* I can tell you've# fought your fair share# of battles."; |
231 |
message[8] = "* Your skill is almost...# intimidating."; |
232 |
message[9] = "* I had a plan for us to# travel together but you# don't need me."; |
233 |
message[10] = "* After all, I have a# sheriff on my side."; |
234 |
message[11] = "* Heh, that's right,# missy!"; |
235 |
message[12] = "* Don't push your luck,# Star."; |
236 |
message[13] = "* Anyway, just head north# and you'll find a# shortcut to Hotland."; |
237 |
message[14] = "* I..."; |
238 |
message[15] = "* ...Nevermind."; |
239 |
message[16] = "* ...You okay?"; |
240 |
message[17] = "* Me? I'm fine."; |
241 |
message[18] = "* ..."; |
242 |
message[19] = "* I uh... had something# in Oasis Valley to# attend. I gotta go."; |
243 |
message[20] = "* Goodbye, Clover."; |
244 |
prt[0] = 395; |
245 |
prt[1] = 428; |
246 |
prt[2] = 406; |
247 |
prt[3] = 372; |
248 |
prt[4] = 406; |
249 |
prt[5] = 370; |
250 |
prt[6] = 370; |
251 |
prt[7] = 372; |
252 |
prt[8] = 395; |
253 |
prt[9] = 370; |
254 |
prt[10] = 372; |
255 |
prt[11] = 424; |
256 |
prt[12] = 377; |
257 |
prt[13] = 370; |
258 |
prt[14] = 394; |
259 |
prt[15] = 370; |
260 |
prt[16] = 421; |
261 |
prt[17] = 393; |
262 |
prt[18] = 394; |
263 |
prt[19] = 370; |
264 |
prt[20] = 372; |
265 |
switch (message_current) |
266 |
{ |
267 |
case 0: |
268 |
position = 0; |
269 |
break; |
270 |
case 4: |
271 |
actor_starlo.npc_direction = "right"; |
272 |
break; |
273 |
case 5: |
274 |
actor_starlo.npc_direction = "down"; |
275 |
break; |
276 |
case 6: |
277 |
actor_ceroba.npc_direction = "left"; |
278 |
other.actor_clover.npc_direction = "right"; |
279 |
position = 1; |
280 |
break; |
281 |
case 10: |
282 |
actor_ceroba.npc_direction = "up"; |
283 |
break; |
284 |
case 11: |
285 |
position = 0; |
286 |
break; |
287 |
case 13: |
288 |
actor_ceroba.npc_direction = "left"; |
289 |
break; |
290 |
case 17: |
291 |
actor_ceroba.npc_direction = "up"; |
292 |
break; |
293 |
case 20: |
294 |
actor_ceroba.npc_direction = "left"; |
295 |
break; |
296 |
} |
297 |
} |
298 |
break; |
299 |
case 46: |
300 |
cutscene_wait(0.25); |
301 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
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;
} (192, 500); |
302 |
break; |
303 |
case 47: |
304 |
cutscene_npc_walk(actor_ceroba, actor_ceroba.x, __view_get(e__VW.WView, 0) + 50, 3, "y", "down"); |
305 |
if (actor_ceroba.y > (actor_clover.y + 20)) |
306 |
actor_clover.npc_direction = "down"; |
307 |
break; |
308 |
case 48: |
309 |
cutscene_wait(0.5); |
310 |
no_loop_badge = false; |
311 |
break; |
312 |
case 49: |
313 |
cutscene_dialogue(); |
314 |
actor_clover.npc_direction = "up"; |
315 |
with (msg) |
316 |
{ |
317 |
position = 0; |
318 |
talker[0] = actor_starlo; |
319 |
message[0] = "* That was strange... but# it's not your problem. "; |
320 |
message[1] = "* You need to get a move# on.\t"; |
321 |
message[2] = "* Oh! I almost forgot# something very# important!\t"; |
322 |
message[3] = "* Here!"; |
323 |
prt[0] = 421; |
324 |
prt[1] = 417; |
325 |
prt[2] = 426; |
326 |
prt[3] = 417; |
327 |
} |
328 |
actor_starlo.npc_direction = "down"; |
329 |
break; |
330 |
case 50: |
331 |
cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200); |
332 |
break; |
333 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, actor_clover.y - 30, 2, "y", "down"); |
334 |
cutscene_advance(51); |
335 |
break; |
336 |
case 51: |
337 |
cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "up"); |
338 |
break; |
339 |
case 52: |
340 |
cutscene_wait(0.25); |
341 |
break; |
342 |
case 53: |
343 |
cutscene_dialogue(); |
344 |
with (msg) |
345 |
{ |
346 |
talker[0] = -4; |
347 |
talker[1] = 1169; |
348 |
sndfnt_array[0] = 391; |
349 |
sndfnt_array[1] = 107; |
350 |
message[0] = "* (You got the Deputy# Badge!)"; |
351 |
message[1] = "* Despite a few hiccups,# our little adventure was# a blast."; |
352 |
message[2] = "* I'll be seein' ya# around, partner!"; |
353 |
prt[1] = 417; |
354 |
prt[2] = 422; |
355 |
if (message_current == 0 && other.no_loop_badge == false) |
356 |
{ |
357 |
audio_play_sound(snd_success, 1, 0); |
358 |
other.no_loop_badge = true; |
359 |
} |
360 |
} |
361 |
break; |
362 |
case 54: |
363 |
cutscene_npc_action_sprite(actor_starlo, 202, 1/3, true, 0, 232, 5); |
364 |
break; |
365 |
case 55: |
366 |
cutscene_wait(1); |
367 |
break; |
368 |
case 56: |
369 |
cutscene_npc_action_sprite(actor_clover, 1106, 1/3, true, 0, 275, 6); |
370 |
break; |
371 |
case 57: |
372 |
cutscene_wait(1); |
373 |
break; |
374 |
case 58: |
375 |
cutscene_dialogue(); |
376 |
with (msg) |
377 |
{ |
378 |
talker[0] = actor_starlo; |
379 |
message[0] = "* I'm so proud!"; |
380 |
prt[0] = 413; |
381 |
position = 0; |
382 |
} |
383 |
break; |
384 |
case 59: |
385 |
cutscene_wait(1); |
386 |
actor_clover.action_sprite = false; |
387 |
break; |
388 |
case 60: |
389 |
cutscene_npc_walk(1168, actor_starlo.x - 30, actor_clover.y, 3, "x", "right"); |
390 |
break; |
391 |
case 61: |
392 |
cutscene_wait(0.25); |
393 |
break; |
394 |
case 62: |
395 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, __view_get(e__VW.WView, 0) + 50, 3, "y", "down"); |
396 |
if (actor_starlo.y > (actor_clover.y + 20)) |
397 |
actor_clover.npc_direction = "down"; |
398 |
break; |
399 |
case 63: |
400 |
cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "down"); |
401 |
break; |
402 |
case 64: |
403 |
cutscene_wait(0.5); |
404 |
break; |
405 |
case 65: |
406 |
cutscene_dialogue(); |
407 |
with (msg) |
408 |
{ |
409 |
sndfnt = 102; |
410 |
message[0] = "* Clover! Clover!"; |
411 |
prt[0] = 318; |
412 |
} |
413 |
break; |
414 |
case 66: |
415 |
cutscene_instance_create(actor_clover.x, actor_clover.y + 220, 1164); |
416 |
break; |
417 |
case 67: |
418 |
cutscene_npc_walk(1164, 160, 220, 3, "x", "up"); |
419 |
break; |
420 |
case 68: |
421 |
cutscene_dialogue(); |
422 |
with (msg) |
423 |
{ |
424 |
sndfnt = 102; |
425 |
message[0] = "* I just passed Ceroba# and that North Star# fella."; |
426 |
message[1] = "* Did you all patch# everything up?"; |
427 |
message[2] = "* -Oh yeah, hi!"; |
428 |
message[3] = "* So I have good news and# bad news."; |
429 |
message[4] = "* I'll start with the# good:"; |
430 |
message[5] = "* Ceroba was kind enough# to free me!"; |
431 |
message[6] = "* She's an old# acquaintance of mine so# it was a nice surprise."; |
432 |
message[7] = "* She knows I won't tell# ASGORE about this, so no# worries!"; |
433 |
message[8] = "* Now that that's taken# care of... the bad news."; |
434 |
message[9] = "* I'm about to go back on# my word, sadly."; |
435 |
message[10] = "* I know I JUST said I# wouldn't leave your side# but then... ya know... \t"; |
436 |
message[11] = "* ...This crazy detour# happened."; |
437 |
message[12] = "* I also realize I threw# my job to the wind to# travel with you but..."; |
438 |
message[13] = "* Since the imprisonment# took up so much time, I# have to go back."; |
439 |
message[14] = "* If I don't at LEAST# clock in,"; |
440 |
message[15] = "* the Royal Guard# will grow suspicious!"; |
441 |
message[16] = "* Plus, Ava is totalled.# It was their property."; |
442 |
message[17] = "* I'll only be gone for a# moment to fix my# mistakes!"; |
443 |
message[18] = "* Trust me, this will# help you in the long# run!"; |
444 |
message[19] = "* And I know you're tough# enough to handle# yourself.\t"; |
445 |
message[20] = "* I'll send ya a message# where to meet back up,# alright?"; |
446 |
message[21] = "* Again, I'm so-so-SO# sorry about this but# I'll cya later!"; |
447 |
prt[0] = 324; |
448 |
prt[1] = 328; |
449 |
prt[2] = 333; |
450 |
prt[3] = 323; |
451 |
prt[4] = 328; |
452 |
prt[5] = 312; |
453 |
prt[6] = 328; |
454 |
prt[7] = 337; |
455 |
prt[8] = 329; |
456 |
prt[9] = 322; |
457 |
prt[10] = 317; |
458 |
prt[11] = 333; |
459 |
prt[12] = 317; |
460 |
prt[13] = 317; |
461 |
prt[14] = 321; |
462 |
prt[15] = 321; |
463 |
prt[16] = 332; |
464 |
prt[17] = 321; |
465 |
prt[18] = 328; |
466 |
prt[19] = 312; |
467 |
prt[20] = 337; |
468 |
prt[21] = 320; |
469 |
} |
470 |
break; |
471 |
case 69: |
472 |
cutscene_npc_walk(1164, obj_martlet_npc.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 4, "x", "down"); |
473 |
break; |
474 |
case 70: |
475 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 1); |
476 |
break; |
477 |
case 71: |
478 |
scr_cutscene_end(); |
479 |
camera_set_view_target(view_camera[0], 1031); |
480 |
global.dunes_flag[39] = 1; |
481 |
ds_list_clear(global.encounter_list); |
482 |
scene = -1; |
483 |
instance_destroy(actor_clover); |
484 |
instance_destroy(actor_starlo); |
485 |
instance_destroy(obj_martlet_npc); |
486 |
instance_destroy(actor_ceroba); |
487 |
break; |
488 |
} |
489 |
|
490 |
enum e__VW |
491 |
{ |
492 |
XView, |
493 |
YView, |
494 |
WView, |
495 |
HView, |
496 |
Angle, |
497 |
HBorder, |
498 |
VBorder, |
499 |
HSpeed, |
500 |
VSpeed, |
501 |
Object, |
502 |
Visible, |
503 |
XPort, |
504 |
YPort, |
505 |
WPort, |
506 |
HPort, |
507 |
Camera, |
508 |
SurfaceID |
509 |
} |