event_inherited() if live_call() return global.live_result; var actor_martlet = object_index if (global.dunes_flag_ext[4] == 0) { switch scene { case 0: if (obj_pl.x > 160) cutscene_advance() break case 1: scr_cutscene_start() cutscene_npc_direction(actor_martlet, "left") break case 2: cutscene_dialogue() with (msg) { talker[0] = actor_martlet message[0] = "* Clover!" message[1] = "* I knew I could count on# you!" message[2] = "* So, me getting out of# here..." message[3] = "* Any luck?" prt[0] = 333 prt[1] = 318 prt[2] = 320 prt[3] = 320 ch_msg = 3 ch[1] = "Soon" ch[2] = "No, sorry" if (outcome == 1) { message[4] = "* Let's hope!" message[5] = "* Thanks for being# positive. This is super# ridiculous." message[6] = "* Anyway..." prt[4] = 317 prt[5] = 320 prt[6] = 321 } if (outcome == 2) { message[4] = "* It's OK. I knew it would# be difficult." message[5] = "* This is infuriating." message[6] = "* Anyway..." prt[4] = 317 prt[5] = 315 prt[6] = 321 } } break case 3: cutscene_npc_direction(actor_martlet, "down") global.dunes_flag_ext[4] += 1 interact = true waiter = 1 scene = 0 break } } else if (scene > 0) { switch scene { case 1: cutscene_dialogue() with (msg) { talker[0] = actor_martlet message[0] = "* I've been wondering how# this situation will# affect my job." message[1] = "* Oh, that's right! I# still have my handbook!" prt[0] = 317 prt[1] = 333 } break case 2: cutscene_npc_action_sprite(object_index, 874, 0.3, true, 0) break case 3: cutscene_dialogue() with (msg) { talker[0] = actor_martlet message[0] = "* Let's see here..." message[1] = "* \"In case of injury,# illness, imprisonment,# loss of this handbook..." message[2] = "* Or another misfortune# rendering you unable to# perform your duties..." message[3] = "* Please report to the# leader of the Royal# Guard immediately." message[4] = "* Failure to do so...\"" message[5] = "* ..." message[6] = "* Oh..." prt[0] = 334 prt[1] = 324 prt[2] = 324 prt[3] = 323 prt[4] = 330 prt[5] = 330 prt[6] = 332 } break case 4: cutscene_npc_action_sprite_reverse(object_index, 874, 0.3, false) break case 5: cutscene_dialogue() with (msg) { talker[0] = actor_martlet message[0] = "* Let's just say the# book wasn't very# helpful." prt[0] = 323 } break case 6: martlet_second_cutscene = false npc_flag = 6 scene = 0 scr_cutscene_end() break } } if (interact && waiter == 0) waiter = 1 if (waiter == 1) { if (global.dunes_flag[20] == 1) { if (npc_flag == 0) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* That \"sheriff\" North# Star? Was it?" message[1] = "* What a jerk!" message[2] = "* I tried to fight for# you, I really did." message[3] = "* His hooligans were too# strong and tossed me in# here." message[4] = "* Knowing that, I don't# think force will do much# good." message[5] = "* There's gotta be a# level-headed monster# around here." message[6] = "* One that knows this is# unjust and will free me." message[7] = "* When that time comes# I'll... I'll..." message[8] = "* Who am I kidding? I# couldn't press charges# or ANYTHING!" message[9] = "* I talk big but we're# cornered." message[10] = "* ASGORE or another guard# finding out about you# would be the end." message[11] = "* Sigh..." message[12] = "* Well, North Star seems# pretty enthusiastic# about all of this." message[13] = "* Maybe by playing along,# you can gain his favor# and set me free!" message[14] = "* I don't know... just# play it cool for now. " message[15] = "* I'll be here... " message[16] = "* Ugh. What a day." prt[0] = 308 prt[1] = 308 prt[2] = 317 prt[3] = 329 prt[4] = 317 prt[5] = 317 prt[6] = 321 prt[7] = 309 prt[8] = 329 prt[9] = 317 prt[10] = 317 prt[11] = 329 prt[12] = 338 prt[13] = 321 prt[14] = 338 prt[15] = 321 prt[16] = 336 } npc_flag = 1 } else if (npc_flag == 1) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* We'll make it through# this, Clover. I know it!" prt[0] = 320 } } } if (global.dunes_flag[20] == 3) { if (npc_flag < 2) npc_flag = 2 if (npc_flag == 2) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* It's so boring in here." message[1] = "* Could they at least give# me something to do?" message[2] = "* All I have is# brainstorming puzzle# ideas in my head." message[3] = "* I recently had an idea# for a third molten rock# puzzle, so that's fun!" message[4] = "* ...Okay, it isn't fun." message[5] = "* What is interesting is# the noise I heard a# little while ago." message[6] = "* I heard a loud SNAP! -# Which awoke me from a# nap." message[7] = "* Before I realized what# had happened, the other# prisoner was gone." message[8] = "* I tried to talk to them# when I first arrived but# got no answers." message[9] = "* So now not only am I in# jail, I have no cellmate# to talk to." message[10] = "* All in all, this day is# going fantastic for me." prt[0] = 336 prt[1] = 338 prt[2] = 336 prt[3] = 318 prt[4] = 317 prt[5] = 321 prt[6] = 324 prt[7] = 321 prt[8] = 321 prt[9] = 329 prt[10] = 336 } npc_flag = 3 } else if (npc_flag == 3) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* (By the way, I'm aware# of this \"Moray\"# character.)" message[1] = "* (So far they seem nice,# so I'm gonna roll with# it.)" message[2] = "* Ahem! No thanks, Clover,# I have food!" message[3] = "* ..." prt[0] = 321 prt[1] = 328 prt[2] = 312 prt[3] = 337 } npc_flag = 4 } else if (npc_flag == 4) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* Give me enough time and# I'll think of a fourth# molten rock puzzle!" message[1] = "* At this rate, half of# Snowdin will be molten# rock puzzles!" prt[0] = 313 prt[1] = 313 } } } if (global.dunes_flag[20] == 5) { if (npc_flag < 5) npc_flag = 5 if (npc_flag == 5) { scr_cutscene_start() scene = 1 } else if (npc_flag == 6) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* On the bright side," message[1] = "* I now have some# not-so-light reading# material!" message[2] = "* Gotta get cracking!" prt[0] = 328 prt[1] = 312 prt[2] = 328 } npc_flag = 7 } else if (npc_flag == 7) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* Keep at it, Clover,# cause I'm not going# anywhere." prt[0] = 317 } } } if (global.dunes_flag[20] == 7) { if (npc_flag < 8) npc_flag = 8 if (npc_flag == 8) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* I managed to doze off# for a moment earlier." message[1] = "* I had a dream I was back# at my Snowdin post! " message[2] = "* ...Dozing off." message[3] = "* Don't get me wrong, I'm# not a lazy bird!" message[4] = "* Being a Royal Guard is# no easy task!" message[5] = "* Calibrating puzzles,# writing status reports,# guarding outposts..." message[6] = "* Getting yelled at by an# old lady for ruining the# Snowdin bridge..." message[7] = "* Whoops, I'm trailing off# again." message[8] = "* I really need to get out# soon, at this rate I'll# start talking to myself." message[9] = "* ..." message[10] = "* More than usual, anyway." prt[0] = 321 prt[1] = 318 prt[2] = 320 prt[3] = 333 prt[4] = 322 prt[5] = 338 prt[6] = 323 prt[7] = 333 prt[8] = 336 prt[9] = 338 prt[10] = 320 } npc_flag = 9 } else if (npc_flag == 9) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* You've gotta hurry# Clover, please!" message[1] = "* At this rate, I'm gonna# have to start eating# moss off the walls!" prt[0] = 329 prt[1] = 322 } } } if (global.dunes_flag[20] == 9) { if (npc_flag < 10) npc_flag = 10 if (npc_flag == 10) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* I kinda... Overheard# what happened# outside..." message[1] = "* Ugh. I know I shouldn't# feel this way but..." message[2] = "* Maybe you should go# after the sheriff,# Clover." message[3] = "* I know he did some mean# stuff, but he's out# there all alone now." message[4] = "* You've gained his trust# so maybe you could sort# out the situation?" message[5] = "* ..." message[6] = "* And uh... We still# need him to let me out# of here... of course..." prt[0] = 322 prt[1] = 329 prt[2] = 329 prt[3] = 317 prt[4] = 320 prt[5] = 329 prt[6] = 320 } npc_flag = 11 } else if (npc_flag == 11) { scr_text() with (msg) { talker[0] = actor_martlet message[0] = "* You can do this Clover!" message[1] = "* If you could convince# this bird-brain, you can# get through to him!" prt[0] = 313 prt[1] = 313 } } } waiter = 2 } if (waiter == 2 && (!instance_exists(obj_dialogue)) && scene == 0) { waiter = 0 global.cutscene = false } if (ds_map_find_value(global.npc_map, npc_id) != npc_flag) ds_map_replace(global.npc_map, npc_id, npc_flag)