if live_call() return global.live_result; if (keyboard_multicheck_pressed(0) && scr_interact()) object_is_active = true if (object_is_active == false) return; var party_member_present_martlet = false if (global.party_member == 1170) party_member_present_martlet = true if (global.dunes_flag[18] < 2) { if (party_member_present_martlet == false) { scr_text() with (msg) { if (global.dunes_flag[18] == 0) { ch_msg = 1 ch[1] = "Yes" ch[2] = "No" message[0] = "* (A wishing well with a large# amount of G inside.)" message[1] = "* (Take the G?)" message[2] = "* (You got 5G!)" message[3] = "* (You also retracted many# monster wishes.)" if (outcome == 1) { global.dunes_flag[18] = 1 global.player_gold += 50 other.object_is_active = false audio_play_sound(snd_success, 1, 0) } if (outcome == 2) { global.dialogue_open = false other.object_is_active = false } } else if (global.dunes_flag[18] == 1) { message[0] = "* (There is only water.)" other.object_is_active = false } } } else if (party_member_present_martlet == true && cutscene_event == 0) { scr_text() with (msg) { sndfnt = 102 ch_msg = 2 ch[1] = "Yes" ch[2] = "No" talker[0] = 1170 message[0] = "* Well well well, what do# we have here?" message[1] = "* Aw, I left all my G# at home." message[2] = "* Would you lend me one?" prt[0] = 337 prt[1] = 338 prt[2] = 328 if (outcome == 1) { message[3] = "* Thank you!!" prt[3] = 318 scr_cutscene_start() other.cutscene_event = 1 } if (outcome == 2) { message[3] = "* Oh, alright." message[4] = "* I knew I shoulda grabbed# some money before# leaving Snowdin." prt[3] = 323 prt[4] = 321 other.object_is_active = false } } } switch cutscene_event { case 1: if global.dialogue_open return; with (instance_create(obj_martlet_follower.x, obj_martlet_follower.y, obj_martlet_npc)) { axis_override = "y" if (obj_martlet_follower.y < (obj_wishing_well.y + 10)) { x_dest[0] = 260 y_dest[0] = 320 end_direction = "down" } else { x_dest[0] = 260 y_dest[0] = 360 end_direction = "up" } can_walk = true walk_collider = -4 } with (instance_create(obj_pl.x, obj_pl.y, obj_player_npc)) { if (x > obj_wishing_well.x) { end_direction = "left" x_dest[0] = 300 } else { end_direction = "right" x_dest[0] = 220 } axis_override = "x" if (obj_martlet_follower.y < (obj_wishing_well.y + 10)) y_dest[0] = 320 else y_dest[0] = 360 can_walk = true walk_collider = -4 } obj_martlet_follower.image_alpha = 0 cutscene_event++ break case 2: if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived) { timer = 20 cutscene_event++ } break case 3: if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 102 talker[0] = 1164 message[0] = "* Hmmm..." message[1] = "* I wish..." message[2] = "* That Clover will make it# back home safely!" prt[0] = 338 prt[1] = 321 prt[2] = 313 } if (!global.dialogue_open) { cutscene_event++ timer = 20 } break case 4: if (!scr_timer()) return; cutscene_event++ timer = 30 audio_play_sound(snd_splash, 1, 0) break case 5: if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 102 talker[0] = 1164 message[0] = "* Now you have me, AND a# wish on your side!" prt[0] = 312 } if (obj_pl.x < obj_martlet_npc.x) obj_martlet_npc.npc_direction = "left" else obj_martlet_npc.npc_direction = "right" obj_pl.direction = 0 cutscene_event++ break case 6: if (!global.dialogue_open) { global.dunes_flag[18] = 2 obj_pl.image_alpha = 1 with (obj_martlet_follower) { image_alpha = 1 x = obj_martlet_npc.x y = obj_martlet_npc.y direction = 180 npc_reset = true } object_is_active = false scr_cutscene_end() instance_destroy(obj_martlet_npc) instance_destroy(obj_player_npc) } break } } else if (global.dunes_flag[18] >= 2) { scr_text() with (msg) message[0] = "* (A wishing well with a large# amount of G inside.)" object_is_active = false }