if instance_exists(obj_starlo_npc) var starlo_npc = obj_starlo_npc else starlo_npc = obj_quote_battle_ceroba_outro_4 if instance_exists(obj_ceroba_npc) var ceroba_npc = obj_ceroba_npc else ceroba_npc = obj_quote_battle_ceroba_outro_4 if instance_exists(obj_player_npc) var player_npc = obj_player_npc else player_npc = obj_quote_battle_ceroba_outro_4 switch scene { case -1: scr_radio_restart() scene++ break case 0: if (!scr_timer()) return; scr_text() with (msg) { if (message_current < (array_length_1d(talker) - 1)) { if (talker[message_current] == starlo_npc) sndfnt_array[message_current] = 107 if (talker[message_current] == ceroba_npc) sndfnt_array[message_current] = 108 } talker[0] = starlo_npc message[0] = "* Ceroba!" message[1] = "* Guess what just# happened?" prt[0] = 417 prt[1] = 424 if (message_current == 1) ceroba_npc.npc_direction = "left" talker[2] = ceroba_npc message[2] = "* You locked up another# Royal Guard against# their will?" prt[2] = 377 talker[3] = starlo_npc message[3] = "* Hey!" message[4] = "* Feathers was a serious# roadblock to all of# this." message[5] = "* It's only a temporary# solution." message[6] = "* I don't feel right# doin' it, I swear." prt[3] = 421 prt[4] = 419 prt[5] = 407 prt[6] = 421 talker[7] = ceroba_npc message[7] = "* I'm just giving you a# hard time." message[8] = "* What did you want to# tell me?" prt[7] = 395 prt[8] = 372 if (message_current == 7) ceroba_npc.npc_direction = "down" talker[9] = starlo_npc message[9] = "* Oh, well, Clover just# passed their first# round o' trainin'." message[10] = "* They are quite the# sharpshooter. Almost as# good as me!" prt[9] = 417 prt[10] = 424 talker[11] = ceroba_npc message[11] = "* Really? A child?" prt[11] = 393 if (message_current == 11) ceroba_npc.npc_direction = "left" talker[12] = starlo_npc message[12] = "* Now, now, don't# disrespect the kid." message[13] = "* Clover can hold their# own and then some." prt[12] = 419 prt[13] = 417 talker[14] = ceroba_npc message[14] = "* I know, I'm just... very# impressed." prt[14] = 388 talker[15] = starlo_npc message[15] = "* Oh, hey, I almost# forgot about the hat!" message[16] = "* I have a spare# somewhere in my house." message[17] = "* Clover, wait here while# I fetch it." message[18] = "* Maybe while they wait,# you should get to know# them, Ceroba." message[19] = "* Should be fun, right?" prt[15] = 404 prt[16] = 417 prt[17] = 417 prt[18] = 417 prt[19] = 422 talker[20] = ceroba_npc message[20] = "* Sure." prt[20] = 372 if (message_current == 11) ceroba_npc.npc_direction = "down" talker[21] = starlo_npc sndfnt_array[21] = 107 message[21] = "* Sounds good!" message[22] = "* Be right back, partner!" prt[21] = 417 prt[22] = 415 } if (!global.dialogue_open) { audio_sound_gain(obj_radio.current_song, 0, 500) scene++ } break case 1: with (starlo_npc) { actor_speed = 3 axis_override = "x" can_walk = true x_dest[0] = x y_dest[0] = ystart - 30 x_dest[1] = 100 y_dest[1] = y_dest[0] + 200 if npc_arrived { image_alpha = 0 other.scene++ } } break case 2: with (player_npc) { if (!can_walk) { axis_override = "y" can_walk = true x_dest[0] = 180 y_dest[0] = 190 end_direction = "down" actor_speed = 2 } if npc_arrived { other.scene++ other.timer = 45 } } break case 3: if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 108 talker[0] = ceroba_npc message[0] = "* ..." message[1] = "* Tell me, truly." message[2] = "* Are you into all of# this?" prt[0] = 370 prt[1] = 394 prt[2] = 377 ch_msg = 2 ch[1] = "Yeah" ch[2] = "Nah" if (outcome == 1) { message[3] = "* That's nice..." message[4] = "* I've never understood# it." message[5] = "* But if it makes monsters# like Star happy, it's# fine." prt[3] = 372 prt[4] = 377 prt[5] = 395 } if (outcome == 2) { message[3] = "* Sorry that Star's# dragging you around so# much, then." prt[3] = 377 } if (outcome != 0) other.music = audio_play_sound(mus_blossom, 10, 1) } if (!global.dialogue_open) scene++ break case 4: scr_text() with (msg) { sndfnt = 108 talker[0] = ceroba_npc message[0] = "* This whole thing is# like a dream to him." message[1] = "* It's kinda goofy but# it is nice to see# someone so passionate." message[2] = "* However, passion can go# too far." message[3] = "* You wouldn't believe# how much his parents# talk to me about it." message[4] = "* Really kind folks who# own a farm up north." message[5] = "* It's actually very lush# there, if you can# believe it." prt[0] = 370 prt[1] = 372 prt[2] = 394 prt[3] = 370 prt[4] = 372 prt[5] = 370 } if (!global.dialogue_open) { timer = 45 scene++ } break case 5: if (!scr_timer()) return; ceroba_npc.npc_direction = "right" scene++ break case 6: scr_text() with (msg) { color = true col_modif[0] = make_color_rgb(68, 102, 286) sndfnt = 108 talker[0] = ceroba_npc message[0] = "* And the corn they grow?# So good." message[1] = "* They used to give my# husband, Chujin, baskets# full every other week." message_col[1][0] = " # Chujin " message[2] = "* ..." message[3] = "* Anyway, I trailed off." message[4] = "* Where was I?" prt[0] = 395 prt[1] = 372 prt[2] = 393 prt[3] = 371 prt[4] = 370 if (message_current == 3) ceroba_npc.npc_direction = "down" } if (!global.dialogue_open) { scr_audio_fade_out(music, 1000) timer = 15 scene++ } break case 7: if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 107 message[0] = "* I'm back!" prt[0] = 417 } if (!global.dialogue_open) { audio_sound_gain(obj_radio.current_song, 1, 1000) starlo_npc.npc_arrived = false scene++ } break case 8: with (starlo_npc) { image_alpha = 1 actor_speed = 3 axis_override = "y" can_walk = true x_dest[0] = 160 y_dest[0] = 190 end_direction = "right" if npc_arrived { other.scene++ other.timer = 10 } } break case 9: scr_text() with (msg) { sndfnt = 107 message[0] = "* Turns out I had one# just your size AND in# the same color." message[1] = "* It's like, destiny or# somethin'." message[2] = "* Here!" prt[0] = 422 prt[1] = 417 prt[2] = 417 } if (!global.dialogue_open) { ceroba_npc.npc_direction = "up" with (starlo_npc) { actor_speed = 1 axis_override = "x" can_walk = true x_dest[0] = 180 y_dest[0] = y - 10 end_direction = "up" } with (player_npc) { walk_direction_flip = true x_dest[0] = x y_dest[0] = y - 25 actor_speed = 2 can_walk = true end_direction = "up" } starlo_npc.npc_arrived = false scene++ } break case 10: with (starlo_npc) { if npc_arrived { other.scene++ other.timer = 60 } } break case 11: with (starlo_npc) { if (!action_sprite) { action_sprite = true image_speed = 0.2 sprite_index = up_sprite } } if scr_timer() { starlo_npc.action_sprite = false starlo_npc.image_speed = 0 timer = 30 scene++ } break case 12: if (!scr_timer()) return; scr_text() with (msg) message[0] = "* (You got a Nice Hat!)" audio_play_sound(snd_success, 1, 0) starlo_npc.npc_arrived = false player_npc.walk_direction_flip = true player_npc.npc_direction = "down" global.player_armor = "Nice Hat" scene++ break case 13: if (global.dialogue_open == true) return; with (starlo_npc) { actor_speed = 1 axis_override = "y" can_walk = true x_dest[0] = obj_pl.x - 40 y_dest[0] = y end_direction = "right" if npc_arrived { other.scene++ other.timer = 40 } } break case 14: if (!scr_timer()) return; scr_text() with (msg) { talker[0] = starlo_npc message[0] = "* Wow..." message[1] = "* I couldn't even tell it# changed if I were# standin' from afar." message[2] = "* Looks great!" message[3] = "* What do you think,# Ceroba?" prt[0] = 404 prt[1] = 417 prt[2] = 417 prt[3] = 424 talker[4] = ceroba_npc message[4] = "* It's nice." prt[4] = 372 talker[5] = starlo_npc message[5] = "* Isn't it?" message[6] = "* Well, I'd say this# mission was a great# success!" message[7] = "* Go on and take a break,# Clover." message[8] = "* I'll be waitin' for ya!" prt[5] = 422 prt[6] = 417 prt[7] = 417 prt[8] = 417 if (message_current <= (array_length_1d(talker) - 1)) { if (talker[message_current] == starlo_npc) sndfnt_array[message_current] = 107 if (talker[message_current] == ceroba_npc) sndfnt_array[message_current] = 108 } } if (!global.dialogue_open) { starlo_npc.npc_arrived = false scene++ } break case 15: ceroba_npc.npc_direction = "down" with (starlo_npc) { actor_speed = 1 axis_override = "y" can_walk = true x_dest[0] = obj_pl.x y_dest[0] = 205 end_direction = "down" if npc_arrived other.scene++ } break case 16: global.dunes_flag[20] = 3 scene = 17 instance_destroy(obj_player_npc) scr_cutscene_end() break case 17: with (starlo_npc) { if interact { scr_text() with (msg) { talker[0] = starlo_npc message[0] = "* Gidde up, partner!" message[1] = "* This town has plenty to# see!" prt[0] = 417 prt[1] = 417 } return; } } with (ceroba_npc) { if interact { scr_text() with (msg) { talker[0] = ceroba_npc message[0] = "* ..." prt[0] = 370 } return; } } break }