1 |
if live_call() |
2 |
return global.live_result; |
3 |
overlay_image_index += 0.3 |
4 |
if (overlay_image_index > 27) |
5 |
overlay_image_index -= 27 |
6 |
switch scene |
7 |
{ |
8 |
case 0: |
9 |
scene_change = true |
10 |
break |
11 |
case 1: |
12 |
cutscene_music_start(589) |
13 |
break |
14 |
case 2: |
15 |
sprite_index = spr_chujin_default_idle |
16 |
cutscene_wait(3) |
17 |
break |
18 |
case 3: |
19 |
cutscene_dialogue_chujin() |
20 |
with (msg) |
21 |
{ |
22 |
message[0] = " This is Chujin." |
23 |
message[1] = " I messed up, miscalculated,# something." |
24 |
message[2] = " Axis... Axis is dangerous." |
25 |
message[3] = " I must have overshot the variables,# all I wanted was apprehension." |
26 |
message[4] = " ..." |
27 |
message[5] = " The human who almost hurt my# child, I told Axis to track# them down." |
28 |
message[6] = "I know I should've stayed to comfort#Kanako and tend to the resident who#was hurt but..." |
29 |
message[7] = " ...I had a tool that could stop# the human's crusade, so I tried." |
30 |
message[8] = " ...In a flash, Axis left me.# Bolted for Waterfall." |
31 |
message[9] = " By the time I tracked him down...# it was too late." |
32 |
message[10] = " I'll never forget the scene laid# before me. " |
33 |
message[11] = " Part of me wanted to quit# everything that instant but... " |
34 |
message[12] = " ...This outcome was earned,# was it not?" |
35 |
message[13] = " ..." |
36 |
message[14] = " Axis soon contained the subject# and... hid the evidence." |
37 |
message[15] = "There was some property damage but#I'm sure it won't come back to me...#I hope." |
38 |
message[16] = " In any case... I now have a# human SOUL in my possession." |
39 |
message[17] = "I do not know exactly what I should#do with it but the power that rests#within it is..." |
40 |
message[18] = " Well, let's just say I'm not# donating it to Asgore like all# the others. Not yet." |
41 |
message[19] = " As for Axis, today's actions were# excessive, but the potential# is astounding." |
42 |
message[20] = " With more work, Axis can be the# future, I'm sure of it." |
43 |
message[21] = " Anyway, I need to sleep." |
44 |
message[22] = " Though something tells me that# will be difficult to do for a# while." |
45 |
prt[0] = 3563 |
46 |
prt[1] = 3392 |
47 |
prt[2] = 2129 |
48 |
prt[3] = 629 |
49 |
prt[4] = 629 |
50 |
prt[5] = 908 |
51 |
prt[6] = 3392 |
52 |
prt[7] = 908 |
53 |
prt[8] = 3414 |
54 |
prt[9] = 3414 |
55 |
prt[10] = 2782 |
56 |
prt[11] = 2782 |
57 |
prt[12] = 3194 |
58 |
prt[13] = 2782 |
59 |
prt[14] = 3414 |
60 |
prt[15] = 908 |
61 |
prt[16] = 3563 |
62 |
prt[17] = 3392 |
63 |
prt[18] = 2129 |
64 |
prt[19] = 3563 |
65 |
prt[20] = 908 |
66 |
prt[21] = 3392 |
67 |
prt[22] = 908 |
68 |
if (message_current == 21) |
69 |
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
} (mus_nothing_but_the_truth, 1500) |
70 |
} |
71 |
break |
72 |
case 4: |
73 |
scene_change = true |
74 |
break |
75 |
case 6: |
76 |
audio_play_sound(snd_electric_flash, 1, 0) |
77 |
overlay_alpha += 0.35 |
78 |
scene++ |
79 |
audio_effect_create((5 << 0)) |
80 |
break |
81 |
case 5: |
82 |
case 7: |
83 |
cutscene_wait(0.6) |
84 |
break |
85 |
case 8: |
86 |
audio_play_sound(snd_f_noise, 1, 1) |
87 |
audio_sound_gain(snd_f_noise, 0, 0) |
88 |
audio_sound_gain(snd_f_noise, 1, 2500) |
89 |
scene++ |
90 |
break |
91 |
case 9: |
92 |
if (overlay_alpha < 1) |
93 |
overlay_alpha += 0.03 |
94 |
else |
95 |
cutscene_wait(4) |
96 |
break |
97 |
case 10: |
98 |
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
} (cutscene_music, 1500) |
99 |
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
} (snd_f_noise, 2500) |
100 |
cutscene_advance() |
101 |
break |
102 |
case 11: |
103 |
image_alpha = 0 |
104 |
if (overlay_alpha > 0) |
105 |
overlay_alpha -= 0.05 |
106 |
else |
107 |
scene++ |
108 |
break |
109 |
case 12: |
110 |
cutscene_wait(2) |
111 |
break |
112 |
case 13: |
113 |
cutscene_end() |
114 |
instance_destroy() |
115 |
break |
116 |
} |
117 |
|
118 |
if (scene_change == true) |
119 |
{ |
120 |
if (sprite_index != spr_chujin_tapes_static) |
121 |
{ |
122 |
audio_play_sound(snd_f_noise, 1, 1) |
123 |
sprite_index = spr_chujin_tapes_static |
124 |
image_index = 0 |
125 |
} |
126 |
if (scene_change_timer > 0) |
127 |
scene_change_timer -= 1 |
128 |
else |
129 |
{ |
130 |
scene_change = false |
131 |
scene_change_timer = scene_change_timer_max |
132 |
audio_stop_sound(snd_f_noise) |
133 |
scene++ |
134 |
} |
135 |
} |
136 |
if (scene >= 8) |
137 |
return; |
138 |
var overlay_alpha_default = 0.15 |
139 |
if (irandom(80) == 1) |
140 |
{ |
141 |
audio_play_sound(snd_electric_flash, 1, 0) |
142 |
overlay_alpha = clamp((overlay_alpha + (random_range(0.25, 0.5))), overlay_alpha_default, 0.75) |
143 |
} |
144 |
overlay_alpha = lerp(overlay_alpha, overlay_alpha_default, 0.1) |