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 |
} |