| 1 |
event_inherited(); |
| 2 |
if (interact) |
| 3 |
{ |
| 4 |
if (global.party_member != -4) |
| 5 |
{ |
| 6 |
if (npc_flag < 3) |
| 7 |
{ |
| 8 |
scr_cutscene_start(); |
| 9 |
scene = 1; |
| 10 |
exit; |
| 11 |
} |
| 12 |
} |
| 13 |
scr_textscr_textfunction 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 |
switch (scene) |
| 94 |
{ |
| 95 |
case 1: |
| 96 |
with (obj_martlet_follower) |
| 97 |
{ |
| 98 |
image_alpha = 0; |
| 99 |
other.martlet_npc = instance_create(x, y, obj_martlet_npc); |
| 100 |
} |
| 101 |
with (obj_pl) |
| 102 |
other.player_npc = instance_create(x, y, obj_player_npc); |
| 103 |
with (martlet_npc) |
| 104 |
{ |
| 105 |
x_dest[0] = other.x - 20; |
| 106 |
y_dest[0] = other.y + 35; |
| 107 |
end_direction = "up"; |
| 108 |
can_walk = true; |
| 109 |
} |
| 110 |
with (player_npc) |
| 111 |
{ |
| 112 |
x_dest[0] = other.x + 20; |
| 113 |
y_dest[0] = other.y + 35; |
| 114 |
end_direction = "up"; |
| 115 |
can_walk = true; |
| 116 |
} |
| 117 |
scene++; |
| 118 |
break; |
| 119 |
case 2: |
| 120 |
if (player_npc.npc_arrived && martlet_npc.npc_arrived) |
| 121 |
{ |
| 122 |
player_npc.npc_arrived = false; |
| 123 |
martlet_npc.npc_arrived = false; |
| 124 |
timer = 30; |
| 125 |
scene++; |
| 126 |
} |
| 127 |
break; |
| 128 |
case 3: |
| 129 |
if (!scr_timerscr_timerfunction scr_timer()
{
if (timer > 0)
{
timer--;
return false;
}
else
{
return true;
}
} ()) |
| 130 |
exit; |
| 131 |
var martlet = martlet_npc; |
| 132 |
var red = id; |
| 133 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 134 |
with (msg) |
| 135 |
{ |
| 136 |
if (talker[message_current] == red) |
| 137 |
sndfnt = 99; |
| 138 |
if (talker[message_current] == martlet || message_current == 0) |
| 139 |
sndfnt = 102; |
| 140 |
talker[0] = martlet; |
| 141 |
message[0] = "* Ooooh! Oh, hey! Clover!"; |
| 142 |
message[1] = "* Remember how I told you# I apprehended a human# last week?"; |
| 143 |
message[2] = "* Thaaat's her!"; |
| 144 |
prt[0] = 328; |
| 145 |
prt[1] = 328; |
| 146 |
prt[2] = 318; |
| 147 |
talker[3] = red; |
| 148 |
message[3] = "* ?"; |
| 149 |
message[4] = "* ????????????"; |
| 150 |
message[5] = "* You STILL think I'm... your# captain DID explain to you I'm# not a human, right?"; |
| 151 |
message[6] = "* Please tell me she did."; |
| 152 |
talker[7] = martlet; |
| 153 |
message[7] = "* Oh! I'm so sorry! I just# thought you-"; |
| 154 |
prt[7] = 333; |
| 155 |
talker[8] = red; |
| 156 |
message[8] = "* No, no, I'm sorry, I just...# get it often."; |
| 157 |
message[9] = "* You MAY OR MAY NOT be the first# that apprehended me repeatedly,# though."; |
| 158 |
message[10] = "* Kinda put me on edge."; |
| 159 |
talker[9] = martlet; |
| 160 |
message[9] = "* It's totally fine!"; |
| 161 |
message[10] = "* You wouldn't believe# how many grumpy# monsters I deal with."; |
| 162 |
message[11] = "* N-not that you're a# grumpy monster!"; |
| 163 |
message[12] = "* I'm sure you're very# nice!"; |
| 164 |
message[13] = "* Ahem. Anyway..."; |
| 165 |
message[14] = "* What's your name?"; |
| 166 |
ch_msg = 14; |
| 167 |
ch[1] = "It's Clover"; |
| 168 |
message[15] = "* Huh? No, not you, silly,# her!"; |
| 169 |
prt[9] = 318; |
| 170 |
prt[10] = 328; |
| 171 |
prt[11] = 333; |
| 172 |
prt[12] = 323; |
| 173 |
prt[13] = 335; |
| 174 |
prt[14] = 320; |
| 175 |
prt[15] = 333; |
| 176 |
talker[16] = red; |
| 177 |
message[16] = "* I.... Actually, how about# \"Red?\""; |
| 178 |
message[17] = "* That's what your colleagues# have kept calling me every time# I get falsely apprehended."; |
| 179 |
message[18] = "* To be honest..."; |
| 180 |
message[19] = "* I hoped that eventually I'd be# \"caught\" enough that you'd all# recognize me and it'd stop."; |
| 181 |
message[20] = "* It might just be wiser to JOIN# the Guard at this point..."; |
| 182 |
talker[21] = martlet; |
| 183 |
message[21] = "* Join?"; |
| 184 |
message[22] = "* That would be fantastic!"; |
| 185 |
message[23] = "* I'd be glad to show you# the ropes of my job!"; |
| 186 |
message[24] = "* You could even help me# build puzzles!"; |
| 187 |
message[25] = "* That might be a code# violation now that I# think about it..."; |
| 188 |
message[26] = "* Aaahh, it's fine!"; |
| 189 |
prt[21] = 333; |
| 190 |
prt[22] = 318; |
| 191 |
prt[23] = 318; |
| 192 |
prt[24] = 313; |
| 193 |
prt[25] = 335; |
| 194 |
prt[26] = 313; |
| 195 |
talker[27] = red; |
| 196 |
message[27] = "* What?"; |
| 197 |
message[28] = "* It can't be THAT easy to get in,# right?"; |
| 198 |
talker[29] = martlet; |
| 199 |
message[29] = "* I mean, they let me# join."; |
| 200 |
message[30] = "* We'll figure it out!"; |
| 201 |
message[31] = "* Me and Clover have some# important business to# attend to."; |
| 202 |
message[32] = "* But I should be free# next week!"; |
| 203 |
message[33] = "* You can find me doing# my duty around Snowdin# any day."; |
| 204 |
prt[29] = 337; |
| 205 |
prt[30] = 313; |
| 206 |
prt[31] = 338; |
| 207 |
prt[32] = 328; |
| 208 |
prt[33] = 328; |
| 209 |
talker[34] = red; |
| 210 |
message[34] = "* Oh."; |
| 211 |
message[35] = "* You're serious."; |
| 212 |
message[36] = "* Ah, ahahaha, I mean, haha,# s-sure?"; |
| 213 |
message[37] = "* S-sounds like a plan!!"; |
| 214 |
message[38] = "* See you then!!"; |
| 215 |
talker[39] = martlet; |
| 216 |
message[39] = "* See ya!"; |
| 217 |
prt[39] = 312; |
| 218 |
} |
| 219 |
if (!global.dialogue_open) |
| 220 |
{ |
| 221 |
scene++; |
| 222 |
obj_pl.image_alpha = 1; |
| 223 |
obj_pl.direction = 90; |
| 224 |
with (obj_martlet_follower) |
| 225 |
{ |
| 226 |
x = other.martlet_npc.x; |
| 227 |
y = other.martlet_npc.y; |
| 228 |
npc_reset = true; |
| 229 |
dir_new[1] = 90; |
| 230 |
image_alpha = 1; |
| 231 |
} |
| 232 |
instance_destroy(martlet_npc); |
| 233 |
instance_destroy(player_npc); |
| 234 |
exit; |
| 235 |
} |
| 236 |
break; |
| 237 |
case 4: |
| 238 |
scene = 0; |
| 239 |
npc_flag = 3; |
| 240 |
scr_cutscene_end(); |
| 241 |
break; |
| 242 |
} |