if instance_exists(obj_ceroba_npc) var actor_ceroba = obj_ceroba_npc if instance_exists(obj_player_npc) var actor_clover = obj_player_npc switch scene { case 17: cutscene_wait(1) break case 18: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* Hey! Clover!" prt[0] = 370 } break case 19: cutscene_npc_direction(actor_clover, "down") break case 20: cutscene_npc_walk(actor_ceroba, actor_clover.x, (actor_clover.y + 40), 3, "x", "up") break case 21: cutscene_dialogue() with (msg) { position = 1 ch_msg = 0 ch[1] = "No" ch[2] = "I'm sorry" talker[0] = actor_ceroba message[0] = "* Have you seen Starlo?" prt[0] = 370 if (outcome == 1) { message[1] = "* Didn't think so..." prt[1] = 394 } if (outcome == 2) { message[1] = "* It wasn't your fault# this happened. Don't# apologize." message[2] = "* I gotta find out where# he went." prt[1] = 377 prt[2] = 394 } if (outcome != 0) { var message_last = array_length(message) - 1 message[(message_last + 1)] = "* I haven't seen him# anywhere since the# breakup." message[(message_last + 2)] = "* That's the most upset# he's been in quite some# time. I'm worried." message[(message_last + 3)] = "* ..." message[(message_last + 4)] = "* I'll speak to his# family up ahead, maybe# they know something." message[(message_last + 5)] = "* See you later." prt[(message_last + 1)] = 370 prt[(message_last + 2)] = 394 prt[(message_last + 3)] = 394 prt[(message_last + 4)] = 370 prt[(message_last + 5)] = 370 } } break case 22: cutscene_npc_walk_relative(actor_clover, -40, 0, 3, "x", "right") case 23: cutscene_npc_walk(actor_ceroba, actor_ceroba.x, -40, 3, "y", "up") if (actor_ceroba.y < (actor_clover.y - 20)) actor_clover.npc_direction = "up" break case 24: cutscene_npc_walk_relative(actor_clover, 40, 0, 3, "x", "up") case 25: cutscene_wait(1) break case 26: cutscene_dialogue() with (msg) { sndfnt = 102 message[0] = "* Clover! Clover!" prt[0] = 318 } actor_clover.npc_direction = "down" break case 27: cutscene_instance_create(obj_pl.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), obj_martlet_npc) break case 28: cutscene_npc_walk(1164, 160, 220, 3, "x", "up") break case 29: cutscene_dialogue() with (msg) { sndfnt = 102 message[0] = "* Was that Ceroba?" message[1] = "* I wonder where she's# off to in such a hurry?" message[2] = "* -Oh yeah, hi!" message[3] = "* So I have good news and# bad news." message[4] = "* I'll start with the# good:" message[5] = "* Ceroba, an old# acquaintance of mine,# freed me!" message[6] = "* I can see that you two# have already met." message[7] = "* She knows I won't tell# ASGORE about this, so no# worries!" message[8] = "* Now that that's taken# care of... the bad news." message[9] = "* I'm about to go back on# my word, sadly." message[10] = "* I know I JUST said I# wouldn't leave your side# but then... ya know... " message[11] = "* ...This crazy detour# happened." message[12] = "* I also realize I threw# my job to the wind to# travel with you but..." message[13] = "* Since the imprisonment# took up so much time, I# have to go back." message[14] = "* If I don't at LEAST# clock in," message[15] = "* the Royal Guard# will grow suspicious!" message[16] = "* Plus, Ava is totalled.# It was their property." message[17] = "* I'll only be gone for a# moment to fix my# mistakes!" message[18] = "* Trust me, this will# help you in the long# run!" message[19] = "* And I know you're tough# enough to handle# yourself. " message[20] = "* I'll send ya a message# where to meet back up,# alright?" message[21] = "* Again, I'm# so-so-so-SO sorry about# this but I'll cya later!" prt[0] = 311 prt[1] = 324 prt[2] = 333 prt[3] = 320 prt[4] = 321 prt[5] = 318 prt[6] = 318 prt[7] = 328 prt[8] = 317 prt[9] = 320 prt[10] = 333 prt[11] = 321 prt[12] = 329 prt[13] = 321 prt[14] = 321 prt[15] = 321 prt[16] = 323 prt[17] = 321 prt[18] = 328 prt[19] = 328 prt[20] = 312 prt[21] = 323 position = 1 } break case 30: cutscene_npc_walk(1164, obj_martlet_npc.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), 4, "x", "down") break case 31: cutscene_camera_move(obj_pl.x, obj_pl.y, 1) break case 32: scr_cutscene_end() camera_set_view_target(view_camera[0], 1031) global.dunes_flag[39] = 1 ds_list_clear(global.encounter_list) scene = -1 instance_destroy(actor_clover) instance_destroy(obj_martlet_npc) instance_destroy(actor_ceroba) instance_destroy() break }