script_execute(scr_depth, 0, 0, 0, 0, 0); if (global.route == 2 && global.flag[21] == false) { if (waiter == 1) { scr_text(); with (msg) { portrait = true; sndfnt = 100; message[0] = "* Well, here we are."; message[1] = "* Thank you..."; message[2] = "* For everything."; message[3] = "* You have really helped# me out."; message[4] = "* Because of this..."; message[5] = "* I'm leaving this place."; message[6] = "* I'm tired of being# alone."; message[7] = "* It'll take a few days to# pack up..."; message[8] = "* But I think I'm ready to# give the Underground# another shot."; message[9] = "* I have so much# creativity I've been# storing up."; message[10] = "* I'm finally ready to let# my talents show."; message[11] = "* I can publish my novel,# have an organ concert,"; message[12] = "* I might even make# another friend!"; message[13] = "* What a world it would be# if I had two whole# friends."; message[14] = "* I'll go around and place# corn on every doorstep."; message[15] = "* Everyone needs a little# corn in their life."; message[16] = "* I've eaten corn every# day for a year and I'm# doing moderately OK."; message[17] = "* So much to learn, so# much to teach. I'm very# excited!"; message[18] = "* Oops. There I go again# with my rambling."; message[19] = "* Let's get you out of# here."; message[20] = "* Oh..."; message[21] = "* It seems the exit is# blocked off..."; message[22] = "* Let's see."; prt[0] = 1755; prt[1] = 1769; prt[2] = 1769; prt[3] = 1769; prt[4] = 1780; prt[5] = 1776; prt[6] = 1763; prt[7] = 1780; prt[8] = 1776; prt[9] = 1761; prt[10] = 1769; prt[11] = 1769; prt[12] = 1761; prt[13] = 1761; prt[14] = 1769; prt[15] = 1769; prt[16] = 1776; prt[17] = 1769; prt[18] = 1768; prt[19] = 1776; prt[20] = 1755; prt[21] = 1755; prt[22] = 1755; } waiter++; } if (waiter == 2 && instance_exists(obj_dialogue)) { if (msg.message_current == 20) direction = 90; else direction = 270; } if (waiter == 2 && !instance_exists(obj_dialogue)) { direction = 90; if (y > 80) { npc_walking = true; y -= 2; if (y < 80) y = 80; } if (y == 80) { npc_walking = false; waiter++; } } if (waiter == 3 && sprite_index != spr_dalv_npc_boards_pacifist) { if (no_loop_sound == false) { audio_play_sound(snd_wood_pull, 1, 0); no_loop_sound = true; } sprite_index = spr_dalv_npc_boards_pacifist; image_speed = 1/3; image_index = 0; } if (waiter == 4) { direction = 270; sprite_index = cdalv_down; y += 21; scr_text(); with (msg) { portrait = true; sndfnt = 100; ch_msg = 2; ch[1] = "Clover"; message[0] = "* There we go. You're all# set."; message[1] = "* Oh, before I forget,# I never asked for# your name!"; message[2] = "* Mind informing me?"; message[3] = "* Clover? What a nice name."; message[4] = "* Well, Clover, thank you# so much."; message[5] = "* See you later..."; message[6] = "* Friend."; prt[0] = 1776; prt[1] = 1769; prt[2] = 1776; prt[3] = 1769; prt[4] = 1776; prt[5] = 1769; prt[6] = 1773; } waiter++; } if (waiter == 5 && !instance_exists(obj_dialogue)) { spritelock = true; if (x != 160 || y != 170) scr_walk_ai(160, 170, 1031, 2, 0); with (obj_pl) { if (distance_to_object(obj_dalv3) <= 20 && obj_dalv3.no_loop_autowalk == false) { clover_walk_backwards = true; autowalk_direction = "left"; state = scr_autowalk_state; alarm[1] = 10; obj_dalv3.no_loop_autowalk = true; } } if (x == 160 && y == 170) { npc_walking = false; image_speed = 0; image_index = 0; fadeout = true; if (image_alpha <= 0.2) { instance_create(144, 188, obj_dalvExit_blocker); waiter++; } } } if (waiter == 6) { global.flag[29] = 1; global.cutscene = false; waiter = 0; with (obj_pl) { autowalk_direction = "right"; state = scr_autowalk_state; alarm[1] = 10; } } } else if (global.route == 2 && global.flag[21] == true) { if (waiter == 1) { scr_text(); with (msg) { portrait = true; sndfnt = 100; message[0] = "* Well, here we are."; message[1] = "* I should thank you..."; message[2] = "* For helping me out# so much."; message[3] = "* Because of this..."; message[4] = "* I'm leaving this place."; message[5] = "* I'm tired of being# alone."; message[6] = "* It'll take a few days to# pack up..."; message[7] = "* But I think I'm ready to# give the Underground# another shot."; message[8] = "* I suppose I should get# you out of here but..."; message[9] = "* Honestly, you confuse me."; message[10] = "* You hurt me but yet, you# gave me freedom."; message[11] = "* Is that what real# friends do?"; message[12] = "* If so I don't know if I# really want to leave."; message[13] = "* If everyone will hurt me# then help me..."; message[14] = "* Is that a place I want# to be?"; message[15] = "* Well... I can't let this# opportunity pass."; message[16] = "* It's ok, I forgive you."; message[17] = "* You probably were scared# by me..."; message[18] = "* Most monsters are..."; message[19] = "* ..."; message[20] = "* It seems the exit is# blocked off..."; message[21] = "* I'll deal with it."; prt[0] = 1755; prt[1] = 1769; prt[2] = 1769; prt[3] = 1780; prt[4] = 1759; prt[5] = 1763; prt[6] = 1780; prt[7] = 1776; prt[8] = 1755; prt[9] = 1763; prt[10] = 1768; prt[11] = 1768; prt[12] = 1763; prt[13] = 1763; prt[14] = 1780; prt[15] = 1759; prt[16] = 1776; prt[17] = 1755; prt[18] = 1780; prt[19] = 1755; prt[20] = 1763; prt[21] = 1755; } waiter++; } if (waiter == 2 && instance_exists(obj_dialogue)) { if (msg.message_current == 19) direction = 90; else direction = 270; } if (waiter == 2 && !instance_exists(obj_dialogue)) waiter++; if (waiter == 3 && sprite_index != spr_dalv_npc_boards_neutral) { if (no_loop_sound == false) { audio_play_sound(snd_wood_zap, 1, 0); no_loop_sound = true; } sprite_index = spr_dalv_npc_boards_neutral; image_speed = 1/3; image_index = 0; } if (waiter == 4) { direction = 270; sprite_index = cdalv_down; scr_text(); with (msg) { portrait = true; sndfnt = 100; ch_msg = 2; ch[1] = "Clover"; message[0] = "* There we go. You're all# set."; message[1] = "* Oh, before I forget,# I never asked for# your name."; message[2] = "* Mind informing me?"; message[3] = "* Clover? What a nice name."; message[4] = "* Well, Clover, you should# get going."; message[5] = "* See you later..."; message[6] = "* Friend."; prt[0] = 1776; prt[1] = 1769; prt[2] = 1776; prt[3] = 1769; prt[4] = 1776; prt[5] = 1769; prt[6] = 1773; } waiter++; } if (waiter == 5 && !instance_exists(obj_dialogue)) { spritelock = true; if (x != 160 || y != 170) scr_walk_ai(160, 170, 1031, 2, 0); with (obj_pl) { if (distance_to_object(obj_dalv3) <= 20 && obj_dalv3.no_loop_autowalk == false) { clover_walk_backwards = true; autowalk_direction = "left"; state = scr_autowalk_state; alarm[1] = 10; obj_dalv3.no_loop_autowalk = true; } } if (x == 160 && y == 170) { npc_walking = false; image_speed = 0; image_index = 0; fadeout = true; if (image_alpha <= 0.2) { instance_create(144, 188, obj_dalvExit_blocker); waiter++; } } } if (waiter == 6) { global.flag[29] = 1; global.cutscene = false; waiter = 0; with (obj_pl) { autowalk_direction = "right"; state = scr_autowalk_state; alarm[1] = 10; } } } else if (global.route == 1 && global.flag[21] == false) { if (waiter == 1) { scr_text(); with (msg) { portrait = true; sndfnt = 100; message[0] = "* Well, here we are."; message[1] = "* Thank you..."; message[2] = "* For everything."; message[3] = "* You have really helped# me out."; message[4] = "* Because of this..."; message[5] = "* I'm going to be more# friendly."; message[6] = "* I'm gonna be the mentor# I always should have# been."; message[7] = "* Penilla and I will draw# together,"; message[8] = "* Rorrim could spice up my# wardrobe,"; message[9] = "* And Crispy Scroll can# show me that \"anime\"# thing."; message[10] = "* I thought of leaving..."; message[11] = "* But why leave when I# have a great family# right here?"; message[12] = "* Plus I've really let the# place go."; message[13] = "* A week of non-stop# cleaning is in order!"; message[14] = "* ..."; message[15] = "* Well... I should get you# out of here."; message[16] = "* Oh..."; message[17] = "* It seems the exit is# blocked off..."; message[18] = "* Let's see."; prt[0] = 1755; prt[1] = 1776; prt[2] = 1769; prt[3] = 1769; prt[4] = 1769; prt[5] = 1769; prt[6] = 1769; prt[7] = 1761; prt[8] = 1761; prt[9] = 1761; prt[10] = 1780; prt[11] = 1776; prt[12] = 1763; prt[13] = 1759; prt[14] = 1780; prt[15] = 1755; prt[16] = 1768; prt[17] = 1763; prt[18] = 1755; } waiter++; } if (waiter == 2 && instance_exists(obj_dialogue)) { if (msg.message_current == 16) direction = 90; else direction = 270; } if (waiter == 2 && !instance_exists(obj_dialogue)) { direction = 90; if (y > 80) { npc_walking = true; y -= 3; if (y < 80) y = 80; } if (y == 80) { npc_walking = false; waiter++; } } if (waiter == 3 && sprite_index != spr_dalv_npc_boards_pacifist) { if (no_loop_sound == false) { audio_play_sound(snd_wood_pull, 1, 0); no_loop_sound = true; } sprite_index = spr_dalv_npc_boards_pacifist; image_speed = 1/3; image_index = 0; } if (waiter == 4) { direction = 270; sprite_index = cdalv_down; y += 21; scr_text(); with (msg) { ch_msg = 2; ch[1] = "Clover"; portrait = true; sndfnt = 100; message[0] = "* There we go. You're all# set."; message[1] = "* Oh, before I forget,# I never asked for# your name."; message[2] = "* Mind informing me?"; message[3] = "* Clover? What a nice name."; message[4] = "* Well, Clover, you should# get going."; message[5] = "* Goodbye..."; message[6] = "* Friend."; prt[0] = 1776; prt[1] = 1769; prt[2] = 1776; prt[3] = 1769; prt[4] = 1776; prt[5] = 1769; prt[6] = 1773; } waiter++; } if (waiter == 5 && !instance_exists(obj_dialogue)) { spritelock = true; if (x != 160 || y != 170) scr_walk_ai(160, 170, 1031, 3, 0); with (obj_pl) { if (distance_to_object(obj_dalv3) <= 20 && obj_dalv3.no_loop_autowalk == false) { clover_walk_backwards = true; autowalk_direction = "left"; state = scr_autowalk_state; alarm[1] = 10; obj_dalv3.no_loop_autowalk = true; } } if (x == 160 && y == 170) { npc_walking = false; image_speed = 0; image_index = 0; fadeout = true; if (image_alpha <= 0.2) { instance_create(144, 188, obj_dalvExit_blocker); waiter++; } } } if (waiter == 6) { global.flag[29] = 2; global.cutscene = false; waiter = 0; with (obj_pl) { autowalk_direction = "right"; state = scr_autowalk_state; alarm[1] = 10; } } } else if (global.route == 1 && global.flag[21] == true) { if (waiter == 1) { scr_text(); with (msg) { portrait = true; sndfnt = 100; message[0] = "* Well, here we are."; message[1] = "* I should thank you..."; message[2] = "* You have really helped# me out."; message[3] = "* Because of this..."; message[4] = "* I'm going to be friendly# to everyone."; message[5] = "* ..."; message[6] = "* I suppose I should get# you out of here but..."; message[7] = "* Honestly, you confuse me."; message[8] = "* You hurt me but yet, you# opened my eyes."; message[9] = "* Is that what real# friends do?"; message[10] = "* I would leave but..."; message[11] = "* If everyone outside will# hurt me then help me..."; message[12] = "* Is that a place I want# to be?"; message[13] = "* No."; message[14] = "* I've lived here for a# long time."; message[15] = "* It's comfortable and I# know the residents."; message[16] = "* The unknown is a scary# place..."; message[17] = "* I'm not ready for it..."; message[18] = "* Not yet at least."; message[19] = "* The monsters here need# someone to look up to."; message[20] = "* I could make them happy."; message[21] = "* ..."; message[22] = "* Well, anyway. It seems# the exit is blocked# off..."; message[23] = "* I'll deal with it."; prt[0] = 1755; prt[1] = 1769; prt[2] = 1769; prt[3] = 1769; prt[4] = 1769; prt[5] = 1755; prt[6] = 1780; prt[7] = 1763; prt[8] = 1763; prt[9] = 1763; prt[10] = 1780; prt[11] = 1763; prt[12] = 1763; prt[13] = 1759; prt[14] = 1755; prt[15] = 1769; prt[16] = 1763; prt[17] = 1764; prt[18] = 1768; prt[19] = 1776; prt[20] = 1769; prt[21] = 1780; prt[22] = 1755; prt[23] = 1755; } waiter++; } if (waiter == 2 && instance_exists(obj_dialogue)) { if (msg.message_current == 21) direction = 90; else direction = 270; } if (waiter == 2 && !instance_exists(obj_dialogue)) waiter++; if (waiter == 3 && sprite_index != spr_dalv_npc_boards_neutral) { if (no_loop_sound == false) { audio_play_sound(snd_wood_zap, 1, 0); no_loop_sound = true; } sprite_index = spr_dalv_npc_boards_neutral; image_speed = 1/3; image_index = 0; } if (waiter == 4) { direction = 270; sprite_index = cdalv_down; scr_text(); with (msg) { portrait = true; sndfnt = 100; ch_msg = 2; ch[1] = "Clover"; message[0] = "* There we go. You're all# set."; message[1] = "* Oh, before I forget,# I never asked for# your name."; message[2] = "* Mind informing me?"; message[3] = "* Clover? What a nice name."; message[4] = "* Well, Clover, you should# get going."; message[5] = "* Goodbye..."; message[6] = "* Friend."; prt[0] = 1776; prt[1] = 1769; prt[2] = 1776; prt[3] = 1769; prt[4] = 1776; prt[5] = 1776; prt[6] = 1769; } waiter++; } if (waiter == 5 && !instance_exists(obj_dialogue)) { spritelock = true; if (x != 160 || y != 170) scr_walk_ai(160, 170, 1031, 3, 0); with (obj_pl) { if (distance_to_object(obj_dalv3) <= 20 && obj_dalv3.no_loop_autowalk == false) { clover_walk_backwards = true; autowalk_direction = "left"; state = scr_autowalk_state; alarm[1] = 10; obj_dalv3.no_loop_autowalk = true; } } if (x == 160 && y == 170) { npc_walking = false; image_speed = 0; image_index = 0; fadeout = true; if (image_alpha <= 0.2) { instance_create(144, 188, obj_dalvExit_blocker); waiter++; } } } if (waiter == 6) { global.flag[29] = 2; global.cutscene = false; waiter = 0; with (obj_pl) { autowalk_direction = "right"; state = scr_autowalk_state; alarm[1] = 10; } } } with (other) { if (fadeout == true) scr_npc_fade(); if (sprite_index != spr_dalv_npc_boards_pacifist && sprite_index != spr_dalv_npc_boards_neutral) { if (spritelock == true) { if (vspeed != 0 || hspeed != 0 || path_speed != 0 || npc_walking == true) { switch (direction div 90) { case 0: sprite_index = cdalv_right; break; case 1: sprite_index = cdalv_up; break; case 2: sprite_index = cdalv_left; break; case 3: sprite_index = cdalv_down; break; } } else { switch (direction div 90) { case 0: sprite_index = cdalv_rightt; break; case 1: sprite_index = cdalv_up; break; case 2: sprite_index = cdalv_leftt; break; case 3: sprite_index = cdalv_downt; break; } if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 100) { if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) { image_speed = 0; image_index = 0; } else { image_speed = 0.2; } } } } if (speed > 0) image_speed = 0.2; } } var __b__ = action_if_variable(fadein, true, 0); if (__b__) script_execute(anim_fade, 0.05, 0, 0, 0, 0);