event_inherited() if live_call() return global.live_result; if (interact && scene == 0) { scene = 1 scr_cutscene_start() } if (scene == 1) { is_talking = true scr_text() with (msg) { sndfnt = 102 if (global.snowdin_flag[14] == 2) { color = true col_modif[0] = 255 ch_msg = 11 ch[1] = "Yes" ch[2] = "No" message[0] = "* If my map and memory# serve, this river should# lead directly to Hotland." message_col[0][0] = " # # Hotland " message[1] = "* From there, it's a hop,# skip, and a leap to# ASGORE's Castle!" message[2] = "* I'm not sure how we're# getting in but..." message[3] = "* We cross that bridge# when we come to it,# right?" message[4] = "* ..." message[5] = "* I also wanted to# apologize about, well,# you know..." message[6] = "* attacking you..." message[7] = "* I meant no harm, honest!# I just have to do my# job, is all!" message[8] = "* And, well..." message[9] = "* Oftentimes I don't know# what the \"right\" action# is until it's too late." message[10] = "* So... I know we just# met and all..." message[11] = "* But will you trust me# on this?" prt[0] = 324 prt[1] = 328 prt[2] = 338 prt[3] = 328 prt[4] = 317 prt[5] = 320 prt[6] = 320 prt[7] = 322 prt[8] = 329 prt[9] = 317 prt[10] = 321 prt[11] = 328 if (outcome == 1) other.scene = 2 if (outcome == 2) other.scene = 3 } else if (global.snowdin_flag[14] == 3) { ch_msg = 3 ch[1] = "Yes" ch[2] = "No" message[0] = "* I suppose another# \"sorry\" isn't gonna# cut it?" message[1] = "* Can you trust me to get# you to ASGORE safely?" message[2] = "* I swear I can do it!# I swear I can!" message[3] = "* Please?" prt[0] = 317 prt[1] = 321 prt[2] = 313 prt[3] = 320 if (outcome == 1) other.scene = 2 if (outcome == 2) other.scene = 3 } else if (global.snowdin_flag[14] == 4) { ch_msg = 0 ch[1] = "Yes" ch[2] = "No" message[0] = "* Shall we be off then?" prt[0] = 328 if (outcome == 1) { global.dialogue_open = false global.snowdin_flag[14] = 5 other.scene = 5 } if (outcome == 2) { other.scene = 3 ch_msg = -1 } } } } else if (scene == 2) { is_talking = true scr_text() global.snowdin_flag[14] = 4 with (msg) { ch_msg = 10 ch[1] = "Yes" ch[2] = "No" message[0] = "* Yay! Don't worry, your# trust is in good# hands!" message[1] = "* Or wings, as the case# may be!" message[2] = "* I'll guard it with# my SOUL!" message[3] = "* And this means we get to# have an adventure! This# is so exciting!" message[4] = "* I mean, nothing this# exciting ever happens# around here." message[5] = "* At least, while I've# been here it hasn't." message[6] = "* Think of all the fun# we'll have!" message[7] = "* I mean, there's a chance# I might be fired for# this," message[8] = "* And lose all of my# life's work and# belongings, but hey," message[9] = "* What's life without a# little risk?" message[10] = "* So shall we be off# then?" prt[0] = 312 prt[1] = 311 prt[2] = 328 prt[3] = 318 prt[4] = 328 prt[5] = 324 prt[6] = 312 prt[7] = 333 prt[8] = 323 prt[9] = 328 prt[10] = 312 if (outcome == 1) { global.snowdin_flag[14] = 5 other.scene = 5 } if (outcome == 2) other.scene = 3 } } else if (scene == 5) { global.dialogue_open = false if (!instance_exists(obj_npc_clover_snowdin_22)) instance_create(obj_pl.x, obj_pl.y, obj_npc_clover_snowdin_22) with (obj_room_controller_snowdin_22) { if (scene == 10) scene = 11 } if (npc_arrived == true) { npc_arrived = false action_sprite = true sprite_index = spr_snowdin_22_martlet_untie_rope_overworld_yellow image_speed = 0.2 scene = 6 } } else if (scene == 6) { if (floor(image_index) == 4) { if (!audio_is_playing(snd_raft_untie)) audio_play_sound(snd_raft_untie, 1, 0) } if (action_sprite == true && image_index >= (image_number - 1)) { obj_raft_snowdin_22.move = true action_sprite = false npc_direction = "right" scene++ timer = 120 } } else if (scene == 7) { if (timer > 0) timer-- else { timer = -1 scene++ scr_text() with (msg) { sndfnt = 102 message[0] = "* Wait, hold on!" message[1] = "* I was supposed to be on# Ava with you!" prt[0] = 333 prt[1] = 333 } } } else if (scene == 8) { if (!instance_exists(obj_dialogue)) { action_sprite = true sprite_index = spr_martlet_fly_away image_speed = 0.5 timer = 90 scene++ } } else if (scene == 9) { if (action_sprite == true && image_index >= (image_number - 1)) { image_speed = 0 image_index = image_number - 1 } if (timer > 0) timer-- else instance_create(0, 0, obj_snowdin_end_transition) } else if (scene == 3) { scene = -1 scr_text() is_talking = true with (msg) { if (global.snowdin_flag[14] == 2) { message[0] = "* Yeah, that's fair, I# guess." message[1] = "* Well I'll hang around# a while." message[2] = "* In case you, ya know,# change your mind." message[3] = "* I mean, I put all this# work into finishing the# UG Aviator so." message[4] = "* If she doesn't get to# sail free," message[5] = "* I can at least# give her company a# while." message[6] = "* Until I find a better# place for her, ya know?" prt[0] = 317 prt[1] = 329 prt[2] = 320 prt[3] = 320 prt[4] = 320 prt[5] = 328 prt[6] = 328 global.snowdin_flag[14] = 3 } else if (global.snowdin_flag[14] == 3) { message[0] = "* Oh... Okay..." prt[0] = 317 } else if (global.snowdin_flag[14] == 4) { message[0] = "* Oh. You have something# to do?" message[1] = "* I didn't realize you# were so busy and# popular!" message[2] = "* That's fine! I'll be# here." message[3] = "* Take all the time in# the world!" message[4] = "* ...Actually, if you# wouldn't mind,# don't take, like," message[5] = "* all the# time in the world." message[6] = "* We want to have time# left for the journey,# ya know?" prt[0] = 333 prt[1] = 320 prt[2] = 312 prt[3] = 328 prt[4] = 320 prt[5] = 320 prt[6] = 328 } } } if (scene != 0 && instance_exists(obj_dialogue)) { with (msg) { if (outcome > 0) { message = 0 message[0] = "" outcome = 0 cutoff = 0 message_current = 0 } } } if (scene == -1) { if (!instance_exists(obj_dialogue)) { scr_cutscene_end() scene = 0 } }