1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
if place_meeting(x, y, obj_pl) |
7 |
{ |
8 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc) |
9 |
cutscene_follower_into_actor() |
10 |
with (obj_doorway) |
11 |
instance_destroy() |
12 |
} |
13 |
break |
14 |
case 1: |
15 |
cutscene_npc_walk(1168, 390, obj_player_npc.y, 1, "x", "up") |
16 |
cutscene_advance() |
17 |
break |
18 |
case 2: |
19 |
cutscene_wait(0.5) |
20 |
break |
21 |
case 3: |
22 |
cutscene_npc_walk(1164, 390, 160, 3, "y", "up") |
23 |
break |
24 |
case 4: |
25 |
cutscene_dialogue() |
26 |
with (msg) |
27 |
{ |
28 |
talker[0] = 1164 |
29 |
message[0] = "* Wait." |
30 |
message[1] = "* Before we enter, I just# wanna say..." |
31 |
message[2] = "* Thanks for today." |
32 |
message[3] = "* For putting up with me." |
33 |
message[4] = "* I guess..." |
34 |
message[5] = "* In the big picture of# my life, you're only# gonna be a blip." |
35 |
message[6] = "* But oftentimes..." |
36 |
message[7] = "* Those \"blips\" make the# biggest impacts, you# know?" |
37 |
message[8] = "* Oh, what am I saying?" |
38 |
message[9] = "* I'll see you again once# monsterkind is free,# remember?" |
39 |
message[10] = "* Wherever you are when# that time comes," |
40 |
message[11] = "* I will search you out!# Guaranteed!" |
41 |
prt[0] = 317 |
42 |
prt[1] = 329 |
43 |
prt[2] = 320 |
44 |
prt[3] = 320 |
45 |
prt[4] = 317 |
46 |
prt[5] = 329 |
47 |
prt[6] = 317 |
48 |
prt[7] = 320 |
49 |
prt[8] = 328 |
50 |
prt[9] = 312 |
51 |
prt[10] = 320 |
52 |
prt[11] = 312 |
53 |
if (message_current == 1) |
54 |
obj_player_npc.npc_direction = "down" |
55 |
} |
56 |
break |
57 |
case 5: |
58 |
cutscene_wait(1) |
59 |
break |
60 |
case 6: |
61 |
cutscene_dialogue() |
62 |
with (msg) |
63 |
{ |
64 |
talker[0] = 1164 |
65 |
message[0] = "* Well..." |
66 |
message[1] = "* Guess it's time." |
67 |
message[2] = "* Just follow my lead." |
68 |
prt[0] = 317 |
69 |
prt[1] = 320 |
70 |
prt[2] = 321 |
71 |
} |
72 |
break |
73 |
case 7: |
74 |
cutscene_wait(0.5) |
75 |
break |
76 |
case 8: |
77 |
cutscene_npc_walk_relative(1168, 20, 0, 2, "x", "down") |
78 |
break |
79 |
case 9: |
80 |
cutscene_npc_walk(1164, obj_martlet_npc.x, obj_player_npc.y, 2, "y", "right") |
81 |
if (obj_martlet_npc.y < (obj_player_npc.y + 20)) |
82 |
obj_player_npc.npc_direction = "left" |
83 |
break |
84 |
case 10: |
85 |
cutscene_wait(0.75) |
86 |
break |
87 |
case 11: |
88 |
cutscene_npc_walk(1164, obj_martlet_npc.x, 106, 1, "y", "up") |
89 |
cutscene_advance() |
90 |
break |
91 |
case 12: |
92 |
if (obj_martlet_npc.y < (obj_player_npc.y - 5)) |
93 |
{ |
94 |
obj_player_npc.npc_direction = "up" |
95 |
obj_martlet_npc.image_alpha -= 0.1 |
96 |
} |
97 |
if (obj_martlet_npc.image_alpha <= 0) |
98 |
cutscene_advance() |
99 |
break |
100 |
case 13: |
101 |
cutscene_npc_walk(1168, obj_martlet_npc.x, 106, 1, "x", "up") |
102 |
break |
103 |
case 14: |
104 |
obj_player_npc.image_alpha -= 0.1 |
105 |
if (obj_player_npc.image_alpha <= 0) |
106 |
cutscene_advance() |
107 |
break |
108 |
case 15: |
109 |
cutscene_wait(2) |
110 |
break |
111 |
case 16: |
112 |
cutscene_change_room(268, 160, 560, 0.025) |
113 |
break |
114 |
} |