1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
if (obj_pl.x < 420) |
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 |
audio_sound_gain(obj_radio.current_song, 0, 600) |
10 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc) |
11 |
cutscene_follower_into_actor() |
12 |
} |
13 |
break |
14 |
case 1: |
15 |
cutscene_npc_walk(1161, 330, 310, 2, "x", "up") |
16 |
cutscene_npc_walk(1168, 370, 310, 2, "x", "up") |
17 |
cutscene_advance(2) |
18 |
break |
19 |
case 2: |
20 |
if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived) |
21 |
{ |
22 |
obj_ceroba_npc.can_walk = false |
23 |
obj_ceroba_npc.npc_arrived = false |
24 |
obj_player_npc.can_walk = false |
25 |
obj_player_npc.npc_arrived = false |
26 |
cutscene_advance() |
27 |
} |
28 |
break |
29 |
case 3: |
30 |
cutscene_wait(1.5) |
31 |
break |
32 |
case 4: |
33 |
cutscene_npc_direction(obj_ceroba_npc, "left") |
34 |
break |
35 |
case 5: |
36 |
cutscene_wait(1.5) |
37 |
break |
38 |
case 6: |
39 |
cutscene_npc_direction(obj_ceroba_npc, "up") |
40 |
break |
41 |
case 7: |
42 |
cutscene_wait(0.5) |
43 |
break |
44 |
case 8: |
45 |
cutscene_dialogue() |
46 |
with (msg) |
47 |
{ |
48 |
talker[0] = 1161 |
49 |
message[0] = "* Two paths..." |
50 |
prt[0] = 371 |
51 |
} |
52 |
break |
53 |
case 9: |
54 |
cutscene_wait(0.5) |
55 |
break |
56 |
case 10: |
57 |
cutscene_dialogue() |
58 |
with (msg) |
59 |
{ |
60 |
talker[0] = 1161 |
61 |
message[0] = "* Hold on..." |
62 |
prt[0] = 370 |
63 |
} |
64 |
obj_player_npc.npc_direction = "left" |
65 |
obj_ceroba_npc.npc_direction = "left" |
66 |
break |
67 |
case 11: |
68 |
cutscene_npc_walk(1161, 250, 310, 3, "x", "left") |
69 |
cutscene_npc_walk(1168, 280, 310, 3, "x", "left") |
70 |
cutscene_advance() |
71 |
break |
72 |
case 12: |
73 |
if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived) |
74 |
{ |
75 |
obj_ceroba_npc.can_walk = false |
76 |
obj_ceroba_npc.npc_arrived = false |
77 |
obj_player_npc.can_walk = false |
78 |
obj_player_npc.npc_arrived = false |
79 |
cutscene_advance() |
80 |
} |
81 |
break |
82 |
case 13: |
83 |
cutscene_camera_move(150, obj_player_npc.y, 2) |
84 |
break |
85 |
case 14: |
86 |
cutscene_wait(0.75) |
87 |
break |
88 |
case 15: |
89 |
cutscene_dialogue() |
90 |
with (msg) |
91 |
{ |
92 |
position = 1 |
93 |
talker[0] = 1161 |
94 |
message[0] = "* That symbol, I've seen# it on Chujin's work# uniform." |
95 |
message[1] = "* Lemme try one of his# codes..." |
96 |
prt[0] = 393 |
97 |
prt[1] = 370 |
98 |
} |
99 |
break |
100 |
case 16: |
101 |
cutscene_npc_walk(1161, 140, 320, 3, "x", "left") |
102 |
break |
103 |
case 17: |
104 |
cutscene_wait(0.5) |
105 |
break |
106 |
case 18: |
107 |
cutscene_sfx_play(snd_beep, 1) |
108 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
109 |
break |
110 |
case 19: |
111 |
cutscene_wait(0.2) |
112 |
break |
113 |
case 20: |
114 |
cutscene_sfx_play(snd_beep, 1) |
115 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
116 |
break |
117 |
case 21: |
118 |
cutscene_wait(0.2) |
119 |
break |
120 |
case 22: |
121 |
cutscene_sfx_play(snd_beep, 1) |
122 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
123 |
break |
124 |
case 23: |
125 |
cutscene_wait(0.2) |
126 |
break |
127 |
case 24: |
128 |
cutscene_sfx_play(snd_fail, 1) |
129 |
audio_sound_pitch(snd_fail, 0.5) |
130 |
break |
131 |
case 25: |
132 |
cutscene_wait(0.5) |
133 |
break |
134 |
case 26: |
135 |
cutscene_dialogue() |
136 |
with (msg) |
137 |
{ |
138 |
position = 1 |
139 |
talker[0] = 1161 |
140 |
message[0] = "* Nope." |
141 |
prt[0] = 377 |
142 |
} |
143 |
break |
144 |
case 27: |
145 |
cutscene_wait(0.15) |
146 |
break |
147 |
case 28: |
148 |
cutscene_sfx_play(snd_beep, 1) |
149 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
150 |
break |
151 |
case 29: |
152 |
cutscene_wait(0.2) |
153 |
break |
154 |
case 30: |
155 |
cutscene_sfx_play(snd_beep, 1) |
156 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
157 |
break |
158 |
case 31: |
159 |
cutscene_wait(0.2) |
160 |
break |
161 |
case 32: |
162 |
cutscene_sfx_play(snd_beep, 1) |
163 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
164 |
break |
165 |
case 33: |
166 |
cutscene_wait(0.2) |
167 |
break |
168 |
case 34: |
169 |
cutscene_sfx_play(snd_fail, 1) |
170 |
audio_sound_pitch(snd_fail, 0.5) |
171 |
break |
172 |
case 35: |
173 |
cutscene_wait(0.5) |
174 |
break |
175 |
case 36: |
176 |
cutscene_dialogue() |
177 |
with (msg) |
178 |
{ |
179 |
position = 1 |
180 |
talker[0] = 1161 |
181 |
message[0] = "* Ugh." |
182 |
message[1] = "* Well, I only have one# left but I've already# used it. " |
183 |
message[2] = "* Here goes!" |
184 |
prt[0] = 366 |
185 |
prt[1] = 377 |
186 |
prt[2] = 394 |
187 |
if (message_current == 1) |
188 |
obj_ceroba_npc.npc_direction = "right" |
189 |
} |
190 |
break |
191 |
case 37: |
192 |
cutscene_wait(0.2) |
193 |
obj_ceroba_npc.npc_direction = "left" |
194 |
break |
195 |
case 38: |
196 |
cutscene_sfx_play(snd_beep, 1) |
197 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
198 |
break |
199 |
case 39: |
200 |
cutscene_wait(0.2) |
201 |
break |
202 |
case 40: |
203 |
cutscene_sfx_play(snd_beep, 1) |
204 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
205 |
break |
206 |
case 41: |
207 |
cutscene_wait(0.2) |
208 |
break |
209 |
case 42: |
210 |
cutscene_sfx_play(snd_beep, 1) |
211 |
audio_sound_pitch(snd_beep, random_range(0.7, 1.3)) |
212 |
break |
213 |
case 43: |
214 |
cutscene_wait(0.2) |
215 |
break |
216 |
case 44: |
217 |
cutscene_sfx_play(snd_success, 1) |
218 |
break |
219 |
case 45: |
220 |
cutscene_wait(0.75) |
221 |
break |
222 |
case 46: |
223 |
obj_steamworks_31_door_left.image_speed = 1 |
224 |
if (obj_steamworks_31_door_left.image_index >= 16) |
225 |
{ |
226 |
audio_play_sound(snd_sliding_door_open, 1, 0) |
227 |
cutscene_advance() |
228 |
} |
229 |
break |
230 |
case 47: |
231 |
if (obj_steamworks_31_door_left.image_index >= (obj_steamworks_31_door_left.image_number - 1)) |
232 |
cutscene_wait(1.5) |
233 |
break |
234 |
case 48: |
235 |
cutscene_npc_direction(obj_ceroba_npc, "right") |
236 |
break |
237 |
case 49: |
238 |
cutscene_dialogue() |
239 |
with (msg) |
240 |
{ |
241 |
position = 1 |
242 |
talker[0] = 1161 |
243 |
message[0] = "* Seriously? Same code as# the Dunes gate?" |
244 |
message[1] = "* With this kinda# security, no wonder Axis# is so vigilant." |
245 |
message[2] = "* After you." |
246 |
prt[0] = 384 |
247 |
prt[1] = 370 |
248 |
prt[2] = 395 |
249 |
} |
250 |
break |
251 |
case 50: |
252 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 3, true) |
253 |
cutscene_npc_walk(1161, (obj_player_npc.x + 30), obj_player_npc.y, 3, "x", "left") |
254 |
break |
255 |
case 51: |
256 |
cutscene_actor_into_follower() |
257 |
cutscene_camera_reset(true) |
258 |
audio_sound_gain(obj_radio.current_song, 1, 800) |
259 |
cutscene_end() |
260 |
global.sworks_flag[21] = 1 |
261 |
with (obj_determination) |
262 |
image_alpha = 1 |
263 |
var doorway = instance_create_depth(120, 300, 300, obj_doorway) |
264 |
with (doorway) |
265 |
{ |
266 |
nextroom = 192 |
267 |
xx = 720 |
268 |
yy = 470 |
269 |
image_xscale = 3 |
270 |
image_yscale = 1.687 |
271 |
} |
272 |
break |
273 |
} |