1 |
switch scene |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.x < 340) |
5 |
{ |
6 |
scr_cutscene_startscr_cutscene_startfunction scr_cutscene_start() //gml_Script_scr_cutscene_start
{
global.cutscene = true
obj_pl.state = gml_Script_scr_frozen_state
obj_pl.image_index = 0
obj_pl.image_speed = 0
} () |
7 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out
{
var snd = argument0
var fade_len = argument1
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len)
if instance_exists(obj_audio_fade_helper)
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd
} (obj_radio.current_song, 750) |
8 |
cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
9 |
} |
10 |
break |
11 |
case 1: |
12 |
cutscene_npc_walk(1168, 304, obj_player_npc.y, 3, "x", "up") |
13 |
break |
14 |
case 2: |
15 |
cutscene_wait(0.5) |
16 |
break |
17 |
case 3: |
18 |
cutscene_dialogue() |
19 |
with (msg) |
20 |
{ |
21 |
sndfnt = 111 |
22 |
message[0] = "* ThIS D_OR iS SEALED SO.. ." |
23 |
message[1] = "* LeAVE US Al0NE, PLeASE." |
24 |
message[2] = "* I KN0W W_WHY YOU ARE heRE." |
25 |
if (global.route == 3) |
26 |
message[3] = "* BuT I CAN EXP;;LAIN." |
27 |
else |
28 |
{ |
29 |
message[3] = "* TRY ALL yOU LIKE BUT tHE# STEAMWORKS... ." |
30 |
message[4] = "* ALL oF US." |
31 |
message[5] = "* WE ARe SURVIV0RS." |
32 |
} |
33 |
} |
34 |
break |
35 |
case 4: |
36 |
if (global.route == 3) |
37 |
cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 231, 8) |
38 |
else |
39 |
cutscene_advance(7) |
40 |
break |
41 |
case 5: |
42 |
cutscene_wait(0.5) |
43 |
break |
44 |
case 6: |
45 |
cutscene_dialogue() |
46 |
with (msg) |
47 |
{ |
48 |
sndfnt = 111 |
49 |
message[0] = "* BRuTE FoRCE_WON'T S0LVE# ANyTHING." |
50 |
message[1] = "* TRY ALL yOU LIKE BUT tHE# STEAMWORKS... ." |
51 |
message[2] = "* ALL oF US." |
52 |
message[3] = "* WE ARe SURVIV0RS." |
53 |
} |
54 |
break |
55 |
case 7: |
56 |
cutscene_wait(1) |
57 |
break |
58 |
case 8: |
59 |
cutscene_npc_walk(1168, 304, 140, 2, "y", "up") |
60 |
break |
61 |
case 9: |
62 |
cutscene_wait(0.5) |
63 |
break |
64 |
case 10: |
65 |
obj_player_npc.npc_direction = "down" |
66 |
instance_create(304, 168, obj_flowey_npc) |
67 |
obj_flowey_npc.action_sprite = true |
68 |
obj_flowey_npc.sprite_index = spr_floweyrise_up |
69 |
obj_flowey_npc.image_speed = 1 |
70 |
obj_flowey_npc.npc_direction = "up" |
71 |
cutscene_advance() |
72 |
break |
73 |
case 11: |
74 |
if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) |
75 |
{ |
76 |
obj_flowey_npc.image_speed = 0 |
77 |
obj_flowey_npc.action_sprite = false |
78 |
cutscene_advance() |
79 |
} |
80 |
break |
81 |
case 12: |
82 |
cutscene_dialogue() |
83 |
with (msg) |
84 |
{ |
85 |
talker[0] = 3194 |
86 |
message[0] = "* He's gone." |
87 |
prt[0] = 353 |
88 |
} |
89 |
break |
90 |
case 13: |
91 |
cutscene_wait(1) |
92 |
break |
93 |
case 14: |
94 |
cutscene_dialogue() |
95 |
with (msg) |
96 |
{ |
97 |
talker[0] = 3194 |
98 |
message[0] = "* So what's the plan now?" |
99 |
message[1] = "* This door's beyond my# abilities so don't look# at me." |
100 |
prt[0] = 353 |
101 |
prt[1] = 3692 |
102 |
} |
103 |
break |
104 |
case 15: |
105 |
cutscene_wait(0.2) |
106 |
break |
107 |
case 16: |
108 |
cutscene_npc_direction(obj_player_npc, "right") |
109 |
break |
110 |
case 17: |
111 |
cutscene_wait(0.2) |
112 |
break |
113 |
case 18: |
114 |
cutscene_dialogue() |
115 |
with (msg) |
116 |
{ |
117 |
talker[0] = 3194 |
118 |
message[0] = "* Already checked it." |
119 |
message[1] = "* The factory wing,# right?" |
120 |
message[2] = "* Yeah. Place has more# locks than a hair salon." |
121 |
prt[0] = 353 |
122 |
prt[1] = 348 |
123 |
prt[2] = 347 |
124 |
if (global.route != 3) |
125 |
{ |
126 |
message[3] = "* Okay let's see..." |
127 |
prt[3] = 348 |
128 |
if (message_current == 0) |
129 |
obj_player_npc.npc_direction = "down" |
130 |
} |
131 |
} |
132 |
break |
133 |
case 19: |
134 |
if (global.route == 3) |
135 |
cutscene_npc_direction(obj_player_npc, "down") |
136 |
else |
137 |
cutscene_advance(22) |
138 |
break |
139 |
case 20: |
140 |
cutscene_wait(0.5) |
141 |
break |
142 |
case 21: |
143 |
cutscene_dialogue() |
144 |
with (msg) |
145 |
{ |
146 |
talker[0] = 3194 |
147 |
message[0] = "* It's called \"humor.\"# Don't suppose you've# heard of it." |
148 |
message[1] = "* (Geez, and I thought I# was soulless.)" |
149 |
message[2] = "* Sigh..." |
150 |
message[3] = "* Okay let's see..." |
151 |
prt[0] = 3640 |
152 |
prt[1] = 3692 |
153 |
prt[2] = 353 |
154 |
prt[3] = 352 |
155 |
} |
156 |
break |
157 |
case 22: |
158 |
cutscene_npc_direction(obj_flowey_npc, "left") |
159 |
break |
160 |
case 23: |
161 |
cutscene_wait(0.5) |
162 |
break |
163 |
case 24: |
164 |
cutscene_npc_direction(obj_flowey_npc, "right") |
165 |
break |
166 |
case 25: |
167 |
cutscene_wait(0.5) |
168 |
break |
169 |
case 26: |
170 |
cutscene_npc_direction(obj_flowey_npc, "up") |
171 |
break |
172 |
case 27: |
173 |
cutscene_dialogue() |
174 |
with (msg) |
175 |
{ |
176 |
talker[0] = 3194 |
177 |
message[0] = "* Well, there's certainly# a lot of junk lying# around." |
178 |
message[1] = "* I know you're on a# strict \"shoot don't# think\" regiment but..." |
179 |
message[2] = "* For once, you're gonna# have to get creative." |
180 |
message[3] = "* Shocking. Distressing,# even. I know." |
181 |
message[4] = "* But I've seen you work# your brain before so... " |
182 |
message[5] = "* Give it a shot." |
183 |
prt[0] = 347 |
184 |
prt[1] = 348 |
185 |
prt[2] = 357 |
186 |
prt[3] = 347 |
187 |
prt[4] = 348 |
188 |
prt[5] = 349 |
189 |
if (message_current == 5) |
190 |
{ |
191 |
if (global.route == 3) |
192 |
{ |
193 |
skippable = false |
194 |
message_timer = 45 |
195 |
} |
196 |
} |
197 |
if (global.route != 3) |
198 |
{ |
199 |
message[5] = "* Get to it!" |
200 |
prt[5] = 348 |
201 |
} |
202 |
} |
203 |
break |
204 |
case 28: |
205 |
if (global.route == 3) |
206 |
cutscene_npc_walk_relative(1168, 0, 10, 1, "y", "down") |
207 |
else |
208 |
cutscene_advance(30) |
209 |
break |
210 |
case 29: |
211 |
cutscene_dialogue() |
212 |
with (msg) |
213 |
{ |
214 |
talker[0] = 3194 |
215 |
message[0] = "* Gotta go!" |
216 |
prt[0] = 347 |
217 |
} |
218 |
break |
219 |
case 30: |
220 |
if cutscene_npc_action_sprite_reverse(3194, 242, 0.25, true, 0) |
221 |
{ |
222 |
scr_radio_restart() |
223 |
global.sworks_flag[25] = 1 |
224 |
instance_destroy(obj_flowey_npc) |
225 |
cutscene_end() |
226 |
} |
227 |
break |
228 |
} |