script_execute(gml_Script_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, obj_pl, 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 = gml_Script_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 = gml_Script_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, obj_pl, 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 = gml_Script_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 = gml_Script_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, obj_pl, 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 = gml_Script_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 = gml_Script_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, obj_pl, 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 = gml_Script_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 = gml_Script_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(gml_Script_anim_fade, 0.05, 0, 0, 0, 0)