1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
if (obj_pl.y <= 600) |
7 |
{ |
8 |
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
} () |
9 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
10 |
cutscene_npc_walk(1168, 490, 520, 3, "y", "up") |
11 |
var axis = "y" |
12 |
if (abs(obj_martlet_follower.y - obj_pl.y) < 10) |
13 |
axis = "x" |
14 |
cutscene_follower_into_actor() |
15 |
cutscene_npc_walk(1164, 460, 520, 3, axis, "up") |
16 |
scene = 1 |
17 |
} |
18 |
break |
19 |
case 1: |
20 |
cutscene_camera_move(490, 400, 2) |
21 |
break |
22 |
case 2: |
23 |
cutscene_wait(2) |
24 |
break |
25 |
case 3: |
26 |
cutscene_dialogue() |
27 |
with (msg) |
28 |
{ |
29 |
talker[0] = 1164 |
30 |
message[0] = "* Wow... " |
31 |
message[1] = "* I wish Chujin invited# me over back in the day." |
32 |
message[2] = "* This house is# incredible... " |
33 |
message[3] = "* Uh-Yeah! Let's get# inside and see what the# fuss is about." |
34 |
prt[0] = 333 |
35 |
prt[1] = 321 |
36 |
prt[2] = 320 |
37 |
prt[3] = 328 |
38 |
if (message_current == 3) |
39 |
obj_martlet_npc.npc_direction = "right" |
40 |
} |
41 |
break |
42 |
case 4: |
43 |
cutscene_npc_walk(1164, obj_pl.x, (obj_pl.y + 20), 3, "y", "up") |
44 |
break |
45 |
case 5: |
46 |
cutscene_actor_into_follower() |
47 |
break |
48 |
case 6: |
49 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 3) |
50 |
break |
51 |
case 7: |
52 |
cutscene_camera_reset() |
53 |
break |
54 |
case 8: |
55 |
instance_destroy(obj_player_npc) |
56 |
cutscene_end() |
57 |
global.dunes_flag[41] = 2 |
58 |
break |
59 |
case 9: |
60 |
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
} () |
61 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
62 |
obj_player_npc.image_alpha = 0 |
63 |
obj_player_npc.npc_direction = "down" |
64 |
instance_create(obj_pl.x, obj_pl.y, obj_martlet_npc) |
65 |
obj_martlet_npc.image_alpha = 0 |
66 |
obj_martlet_npc.npc_direction = "down" |
67 |
obj_martlet_npc.can_walk = false |
68 |
cutscene_camera_freeze(obj_pl.x, obj_pl.y) |
69 |
break |
70 |
case 10: |
71 |
with (obj_martlet_npc) |
72 |
{ |
73 |
if (image_alpha < 1) |
74 |
image_alpha += 0.1 |
75 |
else |
76 |
other.scene++ |
77 |
} |
78 |
break |
79 |
case 11: |
80 |
cutscene_npc_walk(1164, 470, 445, 3, "y", "down") |
81 |
break |
82 |
case 12: |
83 |
with (obj_player_npc) |
84 |
{ |
85 |
if (image_alpha < 1) |
86 |
image_alpha += 0.1 |
87 |
else |
88 |
other.scene++ |
89 |
} |
90 |
break |
91 |
case 13: |
92 |
cutscene_npc_walk(1168, 500, 445, 3, "y", "down") |
93 |
break |
94 |
case 14: |
95 |
cutscene_camera_move(485, 480, 2) |
96 |
break |
97 |
case 15: |
98 |
cutscene_wait(1) |
99 |
break |
100 |
case 16: |
101 |
cutscene_dialogue() |
102 |
with (msg) |
103 |
{ |
104 |
talker[0] = 1162 |
105 |
talker[5] = 1162 |
106 |
talker[1] = 1164 |
107 |
talker[10] = 1164 |
108 |
talker[13] = 1164 |
109 |
talker[7] = 1158 |
110 |
talker[11] = 1158 |
111 |
talker[9] = 1167 |
112 |
message[0] = "* So, you figured it out?" |
113 |
message[1] = "* ...Yes." |
114 |
message[2] = "* Ceroba was trying to# carry out a plan Chujin# left for her." |
115 |
message[3] = "* Something involving# Clover's SOUL and a Boss# Monster SOUL..." |
116 |
message[4] = "* ...Which happens to# reside in Kanako." |
117 |
message[5] = "* What the...# So she lied to us?" |
118 |
message[6] = "* About the mission to# retrieve Kanako?" |
119 |
message[7] = "* She wasn't lying about# finding Kanako. " |
120 |
message[8] = "* ...That's the alarming# part." |
121 |
message[9] = "* So Kanako is alive and# well? Thank goodness..." |
122 |
message[10] = "* Alive? Am I missing# something?" |
123 |
prt[0] = 451 |
124 |
prt[1] = 329 |
125 |
prt[2] = 317 |
126 |
prt[3] = 317 |
127 |
prt[4] = 329 |
128 |
prt[5] = 453 |
129 |
prt[6] = 453 |
130 |
prt[7] = 437 |
131 |
prt[8] = 439 |
132 |
prt[9] = 449 |
133 |
prt[10] = 311 |
134 |
prt[11] = 435 |
135 |
prt[12] = 435 |
136 |
prt[13] = 333 |
137 |
prt[14] = 329 |
138 |
switch message_current |
139 |
{ |
140 |
case 7: |
141 |
obj_ace_npc.npc_direction = "left" |
142 |
break |
143 |
case 9: |
144 |
obj_ace_npc.npc_direction = "up" |
145 |
obj_moray_npc.npc_direction = "left" |
146 |
break |
147 |
case 10: |
148 |
obj_moray_npc.npc_direction = "up" |
149 |
} |
150 |
|
151 |
} |
152 |
break |
153 |
case 17: |
154 |
cutscene_wait(1) |
155 |
break |
156 |
case 18: |
157 |
cutscene_dialogue() |
158 |
with (msg) |
159 |
{ |
160 |
talker[2] = 1164 |
161 |
talker[0] = 1158 |
162 |
message[0] = "* It's a long story...# She fell down some time# ago." |
163 |
message[1] = "* Ceroba sent her to the# Lab in hopes to remedy# the situation." |
164 |
message[2] = "* I had no idea..." |
165 |
message[3] = "* ..." |
166 |
prt[0] = 435 |
167 |
prt[1] = 435 |
168 |
prt[2] = 333 |
169 |
prt[3] = 329 |
170 |
switch message_current |
171 |
{ |
172 |
case 3: |
173 |
obj_martlet_npc.npc_direction = "left" |
174 |
break |
175 |
} |
176 |
|
177 |
} |
178 |
break |
179 |
case 19: |
180 |
cutscene_wait(1) |
181 |
break |
182 |
case 20: |
183 |
cutscene_npc_direction(obj_martlet_npc, "down") |
184 |
break |
185 |
case 21: |
186 |
cutscene_dialogue() |
187 |
with (msg) |
188 |
{ |
189 |
color = true |
190 |
ch_msg = 15 |
191 |
col_modif[0] = 65535 |
192 |
ch[1] = "The Lab,\nmost likely" |
193 |
message[0] = "* Okay. Where was the# last place you saw# Ceroba go, Ed?" |
194 |
message[1] = "* You ain't takin' Clover# straight to her, are ya?" |
195 |
message[2] = "* That's exactly what she# wants, right?" |
196 |
message[3] = "* Yeah, Clover needs to# stay safe with us! " |
197 |
message[4] = "* She can't accomplish# her goal if Clover's# nowhere to be found!" |
198 |
message[5] = "* We aren't going to let# her accomplish her goal.# And anyway..." |
199 |
message[6] = "* The Wild East is a# tourist destination -# a public place." |
200 |
message[7] = "* My colleagues probably# know a human is in the# Underground by now." |
201 |
message[8] = "* If Clover stayed here# they would eventually# tear the town up!" |
202 |
message[9] = "* Better to be on the# move, yeah?" |
203 |
message[10] = "* I-" |
204 |
message[11] = "* Look, I need to fly# ahead to scout out the# situation." |
205 |
message[12] = "* So, again, where did# the two go?" |
206 |
message[13] = "* I don't think" |
207 |
message[14] = "* Clover, you were there." |
208 |
message[15] = "* Where did they go?" |
209 |
message[16] = "* That lines up...# Hotland it is." |
210 |
message[17] = "* Hey, I gave Star my# word!" |
211 |
message[18] = "* Let them do it, Ed. " |
212 |
message[19] = "* Clover is the only one# who can put this to# rest." |
213 |
message[20] = "* ..." |
214 |
message[21] = "* ...Alright." |
215 |
message[22] = "* They took the westmost# elevator in the# Steamworks." |
216 |
message[23] = "* You can use a laundry# chute to get there# quicker." |
217 |
message_col[23][0] = " laundry# chute " |
218 |
message[24] = "* That elevator's# destination sits near# the CORE..." |
219 |
message[25] = "* Ask around if someone# spotted which direction# they went from there." |
220 |
message[26] = "* Wait, we need to go# too, right?" |
221 |
message[27] = "* You need all the help# you can get!" |
222 |
message[28] = "* Appreciate the offer# but please don't. This# might get dangerous." |
223 |
message[29] = "* Stay here and keep the# townsfolk happy like you# always have." |
224 |
message[30] = "* ...Okay. But please be# safe!" |
225 |
message[31] = "* I'll try. Thanks for# all of your help." |
226 |
message[32] = "* ...Even if you locked# me in a jail cell for# hours on end." |
227 |
message[33] = "* Hey, what are friends# for?" |
228 |
message[34] = "* I can think of a few# things... I mean-yeah,# no problem!" |
229 |
message[35] = "* Clover, meet me on the# rooftop of UG Apartments# asap." |
230 |
message_col[35][0] = " UG Apartments " |
231 |
message[36] = "* We'll figure this out,# I promise!" |
232 |
talker[0] = 1164 |
233 |
talker[5] = 1164 |
234 |
talker[11] = 1164 |
235 |
talker[14] = 1164 |
236 |
talker[28] = 1164 |
237 |
talker[31] = 1164 |
238 |
talker[35] = 1164 |
239 |
talker[1] = 1162 |
240 |
talker[10] = 1162 |
241 |
talker[13] = 1162 |
242 |
talker[17] = 1162 |
243 |
talker[20] = 1162 |
244 |
talker[3] = 1165 |
245 |
talker[34] = 1165 |
246 |
talker[18] = 1158 |
247 |
talker[24] = 1158 |
248 |
talker[26] = 1167 |
249 |
talker[30] = 1167 |
250 |
talker[33] = 1167 |
251 |
prt[0] = 308 |
252 |
prt[1] = 453 |
253 |
prt[2] = 451 |
254 |
prt[3] = 455 |
255 |
prt[4] = 462 |
256 |
prt[5] = 308 |
257 |
prt[6] = 338 |
258 |
prt[7] = 321 |
259 |
prt[8] = 308 |
260 |
prt[9] = 313 |
261 |
prt[10] = 454 |
262 |
prt[11] = 321 |
263 |
prt[12] = 321 |
264 |
prt[13] = 454 |
265 |
prt[14] = 338 |
266 |
prt[15] = 321 |
267 |
prt[16] = 338 |
268 |
prt[17] = 453 |
269 |
prt[18] = 437 |
270 |
prt[19] = 439 |
271 |
prt[20] = 454 |
272 |
prt[21] = 453 |
273 |
prt[22] = 451 |
274 |
prt[23] = 451 |
275 |
prt[24] = 435 |
276 |
prt[25] = 435 |
277 |
prt[26] = 449 |
278 |
prt[27] = 445 |
279 |
prt[28] = 317 |
280 |
prt[29] = 320 |
281 |
prt[30] = 449 |
282 |
prt[31] = 320 |
283 |
prt[32] = 324 |
284 |
prt[33] = 445 |
285 |
prt[34] = 463 |
286 |
prt[35] = 321 |
287 |
prt[36] = 328 |
288 |
switch message_current |
289 |
{ |
290 |
case 13: |
291 |
message_timer = 10 |
292 |
skippable = false |
293 |
break |
294 |
case 14: |
295 |
message_timer = -1 |
296 |
skippable = true |
297 |
obj_martlet_npc.npc_direction = "right" |
298 |
obj_player_npc.npc_direction = "left" |
299 |
break |
300 |
case 17: |
301 |
obj_martlet_npc.npc_direction = "down" |
302 |
obj_player_npc.npc_direction = "down" |
303 |
break |
304 |
case 18: |
305 |
obj_ace_npc.npc_direction = "left" |
306 |
obj_ed_npc.npc_direction = "right" |
307 |
break |
308 |
case 21: |
309 |
obj_ace_npc.npc_direction = "up" |
310 |
obj_ed_npc.npc_direction = "up" |
311 |
break |
312 |
case 26: |
313 |
obj_moray_npc.npc_direction = "left" |
314 |
break |
315 |
case 27: |
316 |
obj_moray_npc.npc_direction = "up" |
317 |
break |
318 |
case 34: |
319 |
obj_mooch_npc.npc_direction = "down" |
320 |
if (cutoff >= 35) |
321 |
{ |
322 |
obj_mooch_npc.npc_direction = "up" |
323 |
prt[34] = 458 |
324 |
} |
325 |
case 35: |
326 |
obj_player_npc.npc_direction = "left" |
327 |
obj_martlet_npc.npc_direction = "right" |
328 |
break |
329 |
} |
330 |
|
331 |
} |
332 |
break |
333 |
case 22: |
334 |
cutscene_npc_direction(obj_player_npc, "down") |
335 |
break |
336 |
case 23: |
337 |
cutscene_npc_walk(1164, 485, 485, 2, "x", "down") |
338 |
break |
339 |
case 24: |
340 |
cutscene_npc_action_sprite(1164, 275, 0.4, true, 0) |
341 |
break |
342 |
case 25: |
343 |
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_the_trek, 1500) |
344 |
instance_destroy(obj_martlet_npc) |
345 |
cutscene_advance() |
346 |
break |
347 |
case 26: |
348 |
cutscene_wait(0.75) |
349 |
break |
350 |
case 27: |
351 |
cutscene_npc_walk(1168, 485, 470, 2, "x", "down") |
352 |
break |
353 |
case 28: |
354 |
cutscene_wait(0.75) |
355 |
break |
356 |
case 29: |
357 |
cutscene_dialogue() |
358 |
with (msg) |
359 |
{ |
360 |
talker[0] = 1162 |
361 |
talker[1] = 1167 |
362 |
talker[2] = 1165 |
363 |
talker[3] = 1158 |
364 |
talker[4] = 1162 |
365 |
message[0] = "* I uh... wish you luck# with this, seriously." |
366 |
message[1] = "* Yeah, I bet we'll all# be catching bandits# again shortly!" |
367 |
message[2] = "* I'll be sure to save# you a spot at our next# nap time!" |
368 |
message[3] = "* Just don't do anything# stupid." |
369 |
message[4] = "* See ya later... Deputy." |
370 |
prt[0] = 454 |
371 |
prt[1] = 445 |
372 |
prt[2] = 458 |
373 |
prt[3] = 439 |
374 |
prt[4] = 451 |
375 |
} |
376 |
break |
377 |
case 30: |
378 |
cutscene_npc_walk(1162, 490, 650, 2, "x", "down") |
379 |
scene++ |
380 |
break |
381 |
case 31: |
382 |
cutscene_wait(0.65) |
383 |
break |
384 |
case 32: |
385 |
cutscene_npc_walk(1158, 500, 650, 2, "x", "down") |
386 |
scene++ |
387 |
break |
388 |
case 33: |
389 |
cutscene_wait(0.65) |
390 |
break |
391 |
case 34: |
392 |
cutscene_npc_walk(1165, 480, 650, 3, "x", "down") |
393 |
scene++ |
394 |
break |
395 |
case 35: |
396 |
cutscene_wait(0.4) |
397 |
break |
398 |
case 36: |
399 |
cutscene_npc_walk(1167, 490, 590, 2, "x", "down") |
400 |
break |
401 |
case 37: |
402 |
cutscene_wait(0.5) |
403 |
break |
404 |
case 38: |
405 |
cutscene_npc_direction(obj_moray_npc, "up") |
406 |
break |
407 |
case 39: |
408 |
cutscene_wait(1) |
409 |
break |
410 |
case 40: |
411 |
cutscene_npc_walk(1167, 490, 690, 2, "x", "down") |
412 |
break |
413 |
case 41: |
414 |
with (obj_actor_npc_base) |
415 |
{ |
416 |
if (object_index != obj_player_npc) |
417 |
instance_destroy() |
418 |
} |
419 |
scene++ |
420 |
break |
421 |
case 42: |
422 |
cutscene_wait(0.5) |
423 |
break |
424 |
case 43: |
425 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 1) |
426 |
break |
427 |
case 44: |
428 |
cutscene_camera_reset() |
429 |
break |
430 |
case 45: |
431 |
cutscene_wait(1.5) |
432 |
break |
433 |
case 46: |
434 |
cutscene_npc_walk(1168, obj_player_npc.x, 590, 2, "y", "down") |
435 |
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
} () |
436 |
break |
437 |
case 47: |
438 |
instance_create(485, 496, obj_flowey_npc) |
439 |
obj_flowey_npc.image_alpha = 0 |
440 |
scene++ |
441 |
break |
442 |
case 48: |
443 |
obj_flowey_npc.image_alpha = 1 |
444 |
obj_flowey_npc.npc_direction = "down" |
445 |
cutscene_npc_action_sprite(3194, 242, 0.2, false) |
446 |
break |
447 |
case 49: |
448 |
obj_player_npc.npc_direction = "up" |
449 |
obj_pl.direction = 90 |
450 |
scene++ |
451 |
break |
452 |
case 50: |
453 |
cutscene_dialogue() |
454 |
with (msg) |
455 |
{ |
456 |
talker[0] = 3194 |
457 |
message[0] = "* Howdy!" |
458 |
message[1] = "* Long time no see,# buddy!" |
459 |
message[2] = "* I've been wantin' to# tell ya something." |
460 |
message[3] = "* It's been weighing on# my mind so I truly mean# it when I say..." |
461 |
message[4] = "* Told ya so!" |
462 |
message[5] = "* Haha, sorry! Couldn't# pass that up!" |
463 |
message[6] = "* Now I know this is the# part I tell you to# ignore Ceroba but..." |
464 |
message[7] = "* I have a strong feeling# that wouldn't sway you# at this point." |
465 |
message[8] = "* Honestly, I'm starting# to wanna see this play# out!" |
466 |
message[9] = "* After all..." |
467 |
message[10] = "* That fox wants to waste# your SOUL on a science# fair project!" |
468 |
message[11] = "* No good!" |
469 |
message[12] = "* I'm in your corner like# I've always been so# don't worry!" |
470 |
message[13] = "* We'll get rid of her# and continue down our# path, easy peasy!" |
471 |
message[14] = "* It'll all work out in# the end, pal! " |
472 |
prt[0] = 348 |
473 |
prt[1] = 348 |
474 |
prt[2] = 347 |
475 |
prt[3] = 349 |
476 |
prt[4] = 349 |
477 |
prt[5] = 3251 |
478 |
prt[6] = 347 |
479 |
prt[7] = 348 |
480 |
prt[8] = 348 |
481 |
prt[9] = 347 |
482 |
prt[10] = 349 |
483 |
prt[11] = 348 |
484 |
prt[12] = 348 |
485 |
prt[13] = 348 |
486 |
prt[14] = 3251 |
487 |
} |
488 |
break |
489 |
case 51: |
490 |
if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0) |
491 |
{ |
492 |
instance_destroy(obj_flowey_npc) |
493 |
cutscene_end() |
494 |
global.dunes_flag[41] = 6 |
495 |
global.party_member = -4 |
496 |
instance_destroy(obj_postgame_walk_blocker) |
497 |
} |
498 |
break |
499 |
} |