| 1 |
var actor_ceroba; |
| 2 |
if (instance_exists(obj_ceroba_npc)) |
| 3 |
actor_ceroba = 1161; |
| 4 |
var actor_clover; |
| 5 |
if (instance_exists(obj_player_npc)) |
| 6 |
actor_clover = 1168; |
| 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] = "* Hey! Clover!"; |
| 18 |
prt[0] = 370; |
| 19 |
} |
| 20 |
break; |
| 21 |
case 19: |
| 22 |
cutscene_npc_direction(actor_clover, "down"); |
| 23 |
break; |
| 24 |
case 20: |
| 25 |
cutscene_npc_walk(actor_ceroba, actor_clover.x, actor_clover.y + 40, 3, "x", "up"); |
| 26 |
break; |
| 27 |
case 21: |
| 28 |
cutscene_dialogue(); |
| 29 |
with (msg) |
| 30 |
{ |
| 31 |
position = 1; |
| 32 |
ch_msg = 0; |
| 33 |
ch[1] = "No"; |
| 34 |
ch[2] = "I'm sorry"; |
| 35 |
talker[0] = actor_ceroba; |
| 36 |
message[0] = "* Have you seen Starlo?"; |
| 37 |
prt[0] = 370; |
| 38 |
if (outcome == 1) |
| 39 |
{ |
| 40 |
message[1] = "* Didn't think so..."; |
| 41 |
prt[1] = 394; |
| 42 |
} |
| 43 |
if (outcome == 2) |
| 44 |
{ |
| 45 |
message[1] = "* It wasn't your fault# this happened. Don't# apologize."; |
| 46 |
message[2] = "* I gotta find out where# he went."; |
| 47 |
prt[1] = 377; |
| 48 |
prt[2] = 394; |
| 49 |
} |
| 50 |
if (outcome != 0) |
| 51 |
{ |
| 52 |
var message_last = array_length(message) - 1; |
| 53 |
message[message_last + 1] = "* I haven't seen him# anywhere since the# breakup."; |
| 54 |
message[message_last + 2] = "* That's the most upset# he's been in quite some# time. I'm worried."; |
| 55 |
message[message_last + 3] = "* ..."; |
| 56 |
message[message_last + 4] = "* I'll speak to his# family up ahead, maybe# they know something."; |
| 57 |
message[message_last + 5] = "* See you later."; |
| 58 |
prt[message_last + 1] = 370; |
| 59 |
prt[message_last + 2] = 394; |
| 60 |
prt[message_last + 3] = 394; |
| 61 |
prt[message_last + 4] = 370; |
| 62 |
prt[message_last + 5] = 370; |
| 63 |
} |
| 64 |
} |
| 65 |
break; |
| 66 |
case 22: |
| 67 |
cutscene_npc_walk_relative(actor_clover, -40, 0, 3, "x", "right"); |
| 68 |
case 23: |
| 69 |
cutscene_npc_walk(actor_ceroba, actor_ceroba.x, -40, 3, "y", "up"); |
| 70 |
if (actor_ceroba.y < (actor_clover.y - 20)) |
| 71 |
actor_clover.npc_direction = "up"; |
| 72 |
break; |
| 73 |
case 24: |
| 74 |
cutscene_npc_walk_relative(actor_clover, 40, 0, 3, "x", "up"); |
| 75 |
case 25: |
| 76 |
cutscene_wait(1); |
| 77 |
break; |
| 78 |
case 26: |
| 79 |
cutscene_dialogue(); |
| 80 |
with (msg) |
| 81 |
{ |
| 82 |
sndfnt = 102; |
| 83 |
message[0] = "* Clover! Clover!"; |
| 84 |
prt[0] = 318; |
| 85 |
} |
| 86 |
actor_clover.npc_direction = "down"; |
| 87 |
break; |
| 88 |
case 27: |
| 89 |
cutscene_instance_create(obj_pl.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 1164); |
| 90 |
break; |
| 91 |
case 28: |
| 92 |
cutscene_npc_walk(1164, 160, 220, 3, "x", "up"); |
| 93 |
break; |
| 94 |
case 29: |
| 95 |
cutscene_dialogue(); |
| 96 |
with (msg) |
| 97 |
{ |
| 98 |
sndfnt = 102; |
| 99 |
message[0] = "* Was that Ceroba?"; |
| 100 |
message[1] = "* I wonder where she's# off to in such a hurry?"; |
| 101 |
message[2] = "* -Oh yeah, hi!"; |
| 102 |
message[3] = "* So I have good news and# bad news."; |
| 103 |
message[4] = "* I'll start with the# good:"; |
| 104 |
message[5] = "* Ceroba, an old# acquaintance of mine,# freed me!"; |
| 105 |
message[6] = "* I can see that you two# have already met."; |
| 106 |
message[7] = "* She knows I won't tell# ASGORE about this, so no# worries!"; |
| 107 |
message[8] = "* Now that that's taken# care of... the bad news."; |
| 108 |
message[9] = "* I'm about to go back on# my word, sadly."; |
| 109 |
message[10] = "* I know I JUST said I# wouldn't leave your side# but then... ya know... \t"; |
| 110 |
message[11] = "* ...This crazy detour# happened."; |
| 111 |
message[12] = "* I also realize I threw# my job to the wind to# travel with you but..."; |
| 112 |
message[13] = "* Since the imprisonment# took up so much time, I# have to go back."; |
| 113 |
message[14] = "* If I don't at LEAST# clock in,"; |
| 114 |
message[15] = "* the Royal Guard# will grow suspicious!"; |
| 115 |
message[16] = "* Plus, Ava is totalled.# It was their property."; |
| 116 |
message[17] = "* I'll only be gone for a# moment to fix my# mistakes!"; |
| 117 |
message[18] = "* Trust me, this will# help you in the long# run!"; |
| 118 |
message[19] = "* And I know you're tough# enough to handle# yourself.\t"; |
| 119 |
message[20] = "* I'll send ya a message# where to meet back up,# alright?"; |
| 120 |
message[21] = "* Again, I'm# so-so-so-SO sorry about# this but I'll cya later!"; |
| 121 |
prt[0] = 311; |
| 122 |
prt[1] = 324; |
| 123 |
prt[2] = 333; |
| 124 |
prt[3] = 320; |
| 125 |
prt[4] = 321; |
| 126 |
prt[5] = 318; |
| 127 |
prt[6] = 318; |
| 128 |
prt[7] = 328; |
| 129 |
prt[8] = 317; |
| 130 |
prt[9] = 320; |
| 131 |
prt[10] = 333; |
| 132 |
prt[11] = 321; |
| 133 |
prt[12] = 329; |
| 134 |
prt[13] = 321; |
| 135 |
prt[14] = 321; |
| 136 |
prt[15] = 321; |
| 137 |
prt[16] = 323; |
| 138 |
prt[17] = 321; |
| 139 |
prt[18] = 328; |
| 140 |
prt[19] = 328; |
| 141 |
prt[20] = 312; |
| 142 |
prt[21] = 323; |
| 143 |
position = 1; |
| 144 |
} |
| 145 |
break; |
| 146 |
case 30: |
| 147 |
cutscene_npc_walk(1164, obj_martlet_npc.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 4, "x", "down"); |
| 148 |
break; |
| 149 |
case 31: |
| 150 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 1); |
| 151 |
break; |
| 152 |
case 32: |
| 153 |
scr_cutscene_end(); |
| 154 |
camera_set_view_target(view_camera[0], 1031); |
| 155 |
global.dunes_flag[39] = 1; |
| 156 |
ds_list_clear(global.encounter_list); |
| 157 |
scene = -1; |
| 158 |
instance_destroy(actor_clover); |
| 159 |
instance_destroy(obj_martlet_npc); |
| 160 |
instance_destroy(actor_ceroba); |
| 161 |
instance_destroy(); |
| 162 |
break; |
| 163 |
} |
| 164 |
|
| 165 |
enum e__VW |
| 166 |
{ |
| 167 |
XView, |
| 168 |
YView, |
| 169 |
WView, |
| 170 |
HView, |
| 171 |
Angle, |
| 172 |
HBorder, |
| 173 |
VBorder, |
| 174 |
HSpeed, |
| 175 |
VSpeed, |
| 176 |
Object, |
| 177 |
Visible, |
| 178 |
XPort, |
| 179 |
YPort, |
| 180 |
WPort, |
| 181 |
HPort, |
| 182 |
Camera, |
| 183 |
SurfaceID |
| 184 |
} |