1 |
if live_call() |
2 |
return global.live_result; |
3 |
if (global.sworks_flag[0] == 0) |
4 |
{ |
5 |
switch scene |
6 |
{ |
7 |
case 0: |
8 |
if (obj_pl.y < 416) |
9 |
{ |
10 |
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
} () |
11 |
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, 500) |
12 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
13 |
if (abs(obj_player_npc.x - 224) > 10) |
14 |
cutscene_advance() |
15 |
else |
16 |
cutscene_advance(2) |
17 |
} |
18 |
break |
19 |
case 1: |
20 |
cutscene_npc_walk(1168, 224, obj_player_npc.y, 3, "x", "up") |
21 |
break |
22 |
case 2: |
23 |
cutscene_wait(1) |
24 |
break |
25 |
case 3: |
26 |
cutscene_camera_move(220, 330, 1) |
27 |
break |
28 |
case 4: |
29 |
var flowey = instance_create(199, 364, obj_flowey_npc) |
30 |
flowey.image_alpha = 0 |
31 |
cutscene_advance() |
32 |
break |
33 |
case 5: |
34 |
obj_flowey_npc.image_alpha = 1 |
35 |
cutscene_npc_action_sprite(3194, 242, 0.2, false) |
36 |
break |
37 |
case 6: |
38 |
cutscene_dialogue() |
39 |
with (msg) |
40 |
{ |
41 |
talker[0] = 3194 |
42 |
message[0] = "* Howdy!" |
43 |
message[1] = "* This area seems totally# abandoned." |
44 |
message[2] = "* Guess there's no more# need for fighting. Real# shame." |
45 |
prt[0] = 354 |
46 |
prt[1] = 353 |
47 |
prt[2] = 352 |
48 |
} |
49 |
break |
50 |
case 7: |
51 |
cutscene_wait(0.5) |
52 |
break |
53 |
case 8: |
54 |
cutscene_npc_direction(obj_flowey_npc, "up") |
55 |
break |
56 |
case 9: |
57 |
cutscene_wait(1) |
58 |
break |
59 |
case 10: |
60 |
cutscene_npc_direction(obj_flowey_npc, "down") |
61 |
break |
62 |
case 11: |
63 |
cutscene_dialogue() |
64 |
with (msg) |
65 |
{ |
66 |
talker[0] = 3194 |
67 |
message[0] = "* A generator, huh?" |
68 |
message[1] = "* There's probably some# way to turn it back on# around he" |
69 |
prt[0] = 353 |
70 |
prt[1] = 348 |
71 |
if (message_current == 1) |
72 |
message_timer = 15 |
73 |
} |
74 |
break |
75 |
case 12: |
76 |
cutscene_npc_action_sprite(1168, 3313, 1, false) |
77 |
if (obj_player_npc.image_index >= 8 && (!instance_exists(obj_steamworks_04_generator_screen_geno))) |
78 |
{ |
79 |
audio_play_sound(snd_shotstrong, 1, 0) |
80 |
audio_play_sound(snd_attackhitcrit, 1, 0) |
81 |
scr_screenshakescr_screenshakefunction scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake
{
if instance_exists(obj_screenshake_player)
return;
with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player))
{
alarm[0]
intensity = argument1
}
} (6, 1) |
82 |
instance_create_depth(201, 300, (obj_steamworks_04_generator.depth - 1), obj_steamworks_04_generator_screen_geno) |
83 |
obj_flowey_npc.npc_direction = "up" |
84 |
} |
85 |
if (obj_player_npc.image_index >= 10) |
86 |
{ |
87 |
obj_player_npc.image_speed = 0 |
88 |
scene++ |
89 |
} |
90 |
break |
91 |
case 13: |
92 |
cutscene_wait(1) |
93 |
break |
94 |
case 14: |
95 |
cutscene_npc_direction(obj_flowey_npc, "down") |
96 |
break |
97 |
case 15: |
98 |
obj_player_npc.image_speed = 1 |
99 |
cutscene_npc_action_sprite(1168, 3313, 1, false) |
100 |
break |
101 |
case 16: |
102 |
cutscene_dialogue() |
103 |
with (msg) |
104 |
{ |
105 |
talker[0] = 3194 |
106 |
message[0] = "* Oh, come on! Again??" |
107 |
message[1] = "* Hate to rock your world# but bullets aren't the# answer to everything!" |
108 |
message[2] = "* Would it kill you to# think before shooting at# your problems?" |
109 |
prt[0] = 351 |
110 |
prt[1] = 351 |
111 |
prt[2] = 351 |
112 |
} |
113 |
break |
114 |
case 17: |
115 |
cutscene_wait(1) |
116 |
break |
117 |
case 18: |
118 |
cutscene_npc_walk(1168, obj_player_npc.x, 400, 1, "y", "up") |
119 |
break |
120 |
case 19: |
121 |
cutscene_wait(0.5) |
122 |
break |
123 |
case 20: |
124 |
cutscene_dialogue() |
125 |
with (msg) |
126 |
{ |
127 |
talker[0] = 3194 |
128 |
message[0] = "* Hey, it's just a# pattern I've noticed# recently!" |
129 |
message[1] = "* You've already solved# tons of puzzles on our# journey." |
130 |
message[2] = "* I was only curious why# your patience has worn# so thin!" |
131 |
message[3] = "* Cool it, will ya?" |
132 |
prt[0] = 357 |
133 |
prt[1] = 354 |
134 |
prt[2] = 357 |
135 |
prt[3] = 349 |
136 |
} |
137 |
break |
138 |
case 21: |
139 |
cutscene_npc_walk(1168, 198, 384, 3, "x", "up") |
140 |
break |
141 |
case 22: |
142 |
cutscene_wait(1.5) |
143 |
break |
144 |
case 23: |
145 |
if (obj_player_npc.y < (obj_flowey_npc.y - 15) && obj_flowey_npc.npc_direction != "up") |
146 |
{ |
147 |
obj_flowey_npc.npc_direction = "up" |
148 |
cutscene_camera_move(220, 120, 1, true) |
149 |
} |
150 |
cutscene_npc_walk(1168, 96, 190, 3, "x", "up", false, 220, 128) |
151 |
break |
152 |
case 24: |
153 |
cutscene_wait(1.5) |
154 |
break |
155 |
case 25: |
156 |
obj_flowey_npc.image_alpha = 0 |
157 |
obj_flowey_npc.x = 200 |
158 |
obj_flowey_npc.y = 150 |
159 |
cutscene_advance() |
160 |
break |
161 |
case 26: |
162 |
obj_flowey_npc.image_alpha = 1 |
163 |
cutscene_npc_action_sprite(3194, 3745, 1, false) |
164 |
break |
165 |
case 27: |
166 |
cutscene_wait(1) |
167 |
break |
168 |
case 28: |
169 |
cutscene_dialogue() |
170 |
with (msg) |
171 |
{ |
172 |
talker[0] = 3194 |
173 |
message[0] = "* Heh, I'm afraid that# door is far too thick to# shoot down." |
174 |
message[1] = "* Looks like you'll have# to stick with my# original plan of" |
175 |
prt[0] = 347 |
176 |
prt[1] = 348 |
177 |
if (message_current == 1) |
178 |
message_timer = 15 |
179 |
} |
180 |
break |
181 |
case 29: |
182 |
cutscene_npc_action_sprite(1168, 2732, 1, true, 0) |
183 |
break |
184 |
case 30: |
185 |
cutscene_wait(0.5) |
186 |
break |
187 |
case 31: |
188 |
cutscene_dialogue() |
189 |
with (msg) |
190 |
{ |
191 |
talker[0] = 3194 |
192 |
message[0] = "* ...What?" |
193 |
message[1] = "* Me?" |
194 |
message[2] = "* You've found yourself# some nerve, haven't you?" |
195 |
prt[0] = 352 |
196 |
prt[1] = 351 |
197 |
prt[2] = 351 |
198 |
} |
199 |
break |
200 |
case 32: |
201 |
cutscene_npc_action_sprite(1168, 2943, 1, true, 0) |
202 |
break |
203 |
case 33: |
204 |
cutscene_wait(0.5) |
205 |
break |
206 |
case 34: |
207 |
cutscene_dialogue() |
208 |
with (msg) |
209 |
{ |
210 |
talker[0] = 3194 |
211 |
message[0] = "* ...Fine." |
212 |
prt[0] = 353 |
213 |
} |
214 |
break |
215 |
case 35: |
216 |
obj_player_npc.action_sprite = false |
217 |
cutscene_action_sprite(1983, 987, 1, true, 0, 537, 0) |
218 |
break |
219 |
case 36: |
220 |
obj_steamworks_04_door.sprite_index = spr_steamworks_04_door |
221 |
obj_steamworks_04_door.image_index = obj_steamworks_04_door.image_number - 1 |
222 |
obj_steamworks_04_door.image_speed = 0 |
223 |
cutscene_advance() |
224 |
break |
225 |
case 37: |
226 |
cutscene_wait(1) |
227 |
break |
228 |
case 38: |
229 |
cutscene_dialogue() |
230 |
with (msg) |
231 |
{ |
232 |
talker[0] = 3194 |
233 |
message[0] = "* There. Your exit, my# king." |
234 |
prt[0] = 349 |
235 |
} |
236 |
break |
237 |
case 39: |
238 |
cutscene_wait(0.5) |
239 |
break |
240 |
case 40: |
241 |
cutscene_npc_action_sprite(1168, 3340, 1, true, 0) |
242 |
break |
243 |
case 41: |
244 |
cutscene_wait(0.5) |
245 |
break |
246 |
case 42: |
247 |
cutscene_dialogue() |
248 |
with (msg) |
249 |
{ |
250 |
talker[0] = 3194 |
251 |
message[0] = "* Did you forget my# warning when you started# down this road?" |
252 |
message[1] = "* I'm in control here." |
253 |
message[2] = "* That hasn't and won't# change, got it?" |
254 |
message[3] = "* The next time you pull# a stunt like this..." |
255 |
message[4] = "* ..." |
256 |
message[5] = "* Let's just keep moving." |
257 |
prt[0] = 352 |
258 |
prt[1] = 349 |
259 |
prt[2] = 348 |
260 |
prt[3] = 347 |
261 |
prt[4] = 352 |
262 |
prt[5] = 353 |
263 |
} |
264 |
break |
265 |
case 43: |
266 |
cutscene_wait(0.5) |
267 |
break |
268 |
case 44: |
269 |
obj_player_npc.action_sprite = false |
270 |
cutscene_wait(0.5) |
271 |
break |
272 |
case 45: |
273 |
if cutscene_npc_action_sprite(3194, 245, 0.2, false) |
274 |
instance_destroy(obj_flowey_npc) |
275 |
break |
276 |
case 46: |
277 |
cutscene_wait(0.5) |
278 |
break |
279 |
case 47: |
280 |
cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 1) |
281 |
break |
282 |
case 48: |
283 |
scr_radio_restart() |
284 |
cutscene_camera_reset(true) |
285 |
global.sworks_flag[0] = 1 |
286 |
global.sworks_flag[1] = 2 |
287 |
instance_destroy(103965) |
288 |
cutscene_end() |
289 |
break |
290 |
} |
291 |
|
292 |
} |
293 |
if (global.sworks_flag[1] == 3) |
294 |
{ |
295 |
switch scene |
296 |
{ |
297 |
case 0: |
298 |
__view_set((9 << 0), 0, 1978) |
299 |
obj_steamworks_04_generator.image_speed = 0 |
300 |
obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_pink |
301 |
cutscene_advance() |
302 |
break |
303 |
case 1: |
304 |
cutscene_wait(2) |
305 |
break |
306 |
case 2: |
307 |
obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_startup_geno |
308 |
obj_steamworks_04_generator.image_speed = 1 |
309 |
audio_play_sound(snd_generator_start, 1, 0) |
310 |
cutscene_advance() |
311 |
break |
312 |
case 3: |
313 |
cutscene_wait(2.5) |
314 |
break |
315 |
case 4: |
316 |
cutscene_change_room(152, 655, 170, 0.05) |
317 |
break |
318 |
} |
319 |
|
320 |
} |