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 |
} |