1 |
switch scene |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.x < obj_axis_npc.x) |
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 |
cutscene_advance() |
8 |
} |
9 |
break |
10 |
case 1: |
11 |
obj_pl.direction = 90 |
12 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
13 |
break |
14 |
case 2: |
15 |
cutscene_wait(0.65) |
16 |
break |
17 |
case 3: |
18 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
19 |
break |
20 |
case 4: |
21 |
cutscene_wait(1.5) |
22 |
break |
23 |
case 5: |
24 |
cutscene_dialogue() |
25 |
with (msg) |
26 |
{ |
27 |
talker[0] = 1166 |
28 |
color = true |
29 |
col_modif[0] = 16711935 |
30 |
message[0] = "* [MAIN POWER SOURCE NOT# FOUND_]" |
31 |
message[1] = "* [INITIATING EMERGENCY# BACKUP POWER_]" |
32 |
message_col[0][0] = "* [MAIN POWER SOURCE NOT# FOUND_]" |
33 |
message_col[1][0] = "* [INITIATING EMERGENCY# BACKUP POWER_]" |
34 |
position = 0 |
35 |
} |
36 |
break |
37 |
case 6: |
38 |
cutscene_npc_action_sprite(1166, 2989, 0.5, false) |
39 |
obj_axis_npc.npc_direction = "down" |
40 |
break |
41 |
case 7: |
42 |
cutscene_wait(0.5) |
43 |
break |
44 |
case 8: |
45 |
cutscene_music_start(219) |
46 |
break |
47 |
case 9: |
48 |
cutscene_dialogue() |
49 |
with (msg) |
50 |
{ |
51 |
talker[0] = 1166 |
52 |
message[0] = "* H-H-HUMA-N." |
53 |
message[1] = "* Y-YOU HAVE ANGERED ME# GREATLY." |
54 |
message[2] = "* I HAVE HAD IT WITH YOU# DOING NOTHING AS I FAIL# OVER AND OVER." |
55 |
message[3] = "* DO YOU KNOW HOW HARD IT# WAS TO GET THE ACID OUT# OF MY STEEL?" |
56 |
message[4] = "* I HAD TO PUT MYSELF IN# A WASHING MACHINE. IT# WAS QUITE DIZZYING." |
57 |
message[5] = "* THOUGH I DO FEEL, AS# THE KIDS SAY: \"FRESH AS# HELL.\"" |
58 |
prt[0] = 473 |
59 |
prt[1] = 473 |
60 |
prt[2] = 473 |
61 |
prt[3] = 473 |
62 |
prt[4] = 473 |
63 |
prt[5] = 473 |
64 |
position = 0 |
65 |
} |
66 |
break |
67 |
case 10: |
68 |
cutscene_wait(1) |
69 |
break |
70 |
case 11: |
71 |
cutscene_dialogue() |
72 |
with (msg) |
73 |
{ |
74 |
talker[0] = 1166 |
75 |
message[0] = "* ..." |
76 |
message[1] = "* ANYWAY." |
77 |
message[2] = "* IF YOU CANNOT TELL, I# AM [ticked] OFF AND OUT# OF NON-LETHAL OPTIONS." |
78 |
message[3] = "* THAT, AND THIS FURNACE# HAS A NICE \"TIME TO DIE\"# AESTHETIC TO IT." |
79 |
message[4] = "* SO PREPARE YOURSELF. I# AM ATTACKING NOW." |
80 |
prt[0] = 473 |
81 |
prt[1] = 473 |
82 |
prt[2] = 473 |
83 |
prt[3] = 473 |
84 |
prt[4] = 473 |
85 |
position = 0 |
86 |
} |
87 |
break |
88 |
case 12: |
89 |
cutscene_wait(0.5) |
90 |
break |
91 |
case 13: |
92 |
audio_pause_sound(cutscene_music) |
93 |
cutscene_battle_initiate("axis", true, false) |
94 |
obj_heart_initiate_battle.flash_delay = 5 |
95 |
obj_pl.image_alpha = 1 |
96 |
break |
97 |
case 14: |
98 |
if instance_exists(obj_heart_initiate_battle_2) |
99 |
{ |
100 |
instance_destroy(obj_blackout_overworld_2) |
101 |
instance_destroy(obj_heart_initiate_battle_2) |
102 |
cutscene_advance() |
103 |
} |
104 |
break |
105 |
case 15: |
106 |
cutscene_wait(2.5) |
107 |
break |
108 |
case 16: |
109 |
cutscene_dialogue() |
110 |
with (msg) |
111 |
{ |
112 |
talker[0] = 1166 |
113 |
message[0] = "* WHAT." |
114 |
message[1] = "* MY PROGRAMMING IS# PREVENTING ME FROM# ATTACK." |
115 |
message[2] = "* IT SAYS YOU ARE NOT A# CURRENT THREAT OR# RESISTING ARREST." |
116 |
message[3] = "* UGH, [forget] THIS." |
117 |
message[4] = "* HERE, I WILL MAKE YOU A# THREAT." |
118 |
prt[0] = 473 |
119 |
prt[1] = 473 |
120 |
prt[2] = 473 |
121 |
prt[3] = 473 |
122 |
prt[4] = 473 |
123 |
position = 0 |
124 |
if (message_current == 1) |
125 |
audio_resume_sound(other.cutscene_music) |
126 |
} |
127 |
break |
128 |
case 17: |
129 |
cutscene_npc_walk(1166, (obj_steamworks_35_trashcan.x + 20), (obj_steamworks_35_trashcan.y - 1), 2, "x", "left") |
130 |
break |
131 |
case 18: |
132 |
cutscene_wait(0.5) |
133 |
cutscene_advance(18.5) |
134 |
break |
135 |
case 18.5: |
136 |
if cutscene_npc_action_sprite(1166, 1393, 1, true) |
137 |
{ |
138 |
obj_steamworks_35_trashcan.image_index = 1 |
139 |
obj_axis_npc.action_sprite = false |
140 |
cutscene_npc_set_sprites(obj_axis_npc, 488, 3297, 3267, 233, 488, 3297, 3267, 233) |
141 |
cutscene_advance(19) |
142 |
} |
143 |
break |
144 |
case 19: |
145 |
cutscene_dialogue() |
146 |
with (msg) |
147 |
{ |
148 |
talker[0] = 1166 |
149 |
message[0] = "* HOLD THIS, IT SUITS# YOU." |
150 |
prt[0] = 473 |
151 |
} |
152 |
break |
153 |
case 20: |
154 |
cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 30), 90, 10000), 3, "x", "down") |
155 |
break |
156 |
case 21: |
157 |
cutscene_wait(0.5) |
158 |
break |
159 |
case 22: |
160 |
cutscene_sfx_play(snd_mart_impact_2, 1) |
161 |
break |
162 |
case 23: |
163 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc) |
164 |
obj_player_npc.npc_direction = "up" |
165 |
obj_player_npc.up_sprite_idle = 3317 |
166 |
cutscene_npc_set_sprites(obj_axis_npc, 488, 487, 484, 486, 488, 487, 484, 486) |
167 |
break |
168 |
case 24: |
169 |
cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 40), 90, 10000), 3, "y", "down") |
170 |
break |
171 |
case 25: |
172 |
cutscene_dialogue() |
173 |
with (msg) |
174 |
{ |
175 |
talker[0] = 1166 |
176 |
message[0] = "* THERE. NOW YOU HAVE A# DRAWN \"WEAPON.\"" |
177 |
message[1] = "* LOOPHOLES ARE# WONDERFUL, ARE THEY NOT?" |
178 |
message[2] = "* YOUR CRIMES END HERE,# HUMAN." |
179 |
prt[0] = 473 |
180 |
prt[1] = 473 |
181 |
prt[2] = 473 |
182 |
position = 0 |
183 |
if (message_current == 2) |
184 |
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
} (other.cutscene_music, 650) |
185 |
} |
186 |
break |
187 |
case 26: |
188 |
cutscene_advance() |
189 |
break |
190 |
case 27: |
191 |
cutscene_battle_initiate("axis", true, true) |
192 |
cutscene_advance(27.5) |
193 |
break |
194 |
case 28: |
195 |
audio_stop_all() |
196 |
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
} () |
197 |
obj_pl.x = 700 |
198 |
obj_pl.y = 140 |
199 |
obj_pl.direction = 90 |
200 |
obj_axis_npc.action_sprite = false |
201 |
if cutscene_wait(1) |
202 |
cutscene_advance(29) |
203 |
break |
204 |
case 29: |
205 |
cutscene_dialogue() |
206 |
with (msg) |
207 |
{ |
208 |
talker[0] = 1166 |
209 |
message[0] = "* I APOLOGIZE FOR# TORMENTING YOU AND# CALLING YOU NAMES." |
210 |
message[1] = "* MY CODED PROTOCOL# BLINDED ME FROM# SOMETHING..." |
211 |
message[2] = "* SOMETHING CALLED...# \"BASIC DECENCY.\"" |
212 |
message[3] = "* IT IS NOT EASY TO HAVE# NO CONTROL OVER# EMOTIONS, YOU KNOW." |
213 |
message[4] = "* TO BE HONEST..." |
214 |
message[5] = "* WHEN I LOOK AT YOU, I# GROW A LITTLE ENVIOUS." |
215 |
message[6] = "* HUMANS AND MONSTERS,# WHILE DIFFERENT, DO# SHARE ONE THING." |
216 |
message[7] = "* INDIVIDUALITY." |
217 |
message[8] = "* YOU HAVE THE FREEDOM TO# BE UNIQUE. TO CHOOSE." |
218 |
message[9] = "* BOTS LIKE ME ARE JUST# ONE MODEL AMONG MANY." |
219 |
message[10] = "* THOUGH, THAT DOES NOT# SEEM LIKE SUCH THE CASE# ANYMORE." |
220 |
message[11] = "* THE STEAMWORKS HAVE# SEEN BETTER DAYS, ALONG# WITH ITS BOTS." |
221 |
message[12] = "* BUT I BELIEVE WE CAN# MAKE IT WORK." |
222 |
message[13] = "* IF WE LEFT THIS PLACE,# WE WOULD ONLY CAUSE# ISSUES AND BE SHUT DOWN." |
223 |
message[14] = "* BUT HERE, WE DO HAVE A# FORM OF FREEDOM." |
224 |
message[15] = "* THE FREEDOM TO BE# FLAWED." |
225 |
message[16] = "* ALL THAT TO SAY, I# WOULD NOT INVITE ANY# OTHER HUMANS HERE." |
226 |
message[17] = "* SOMEONE WILL JUMP THEM." |
227 |
prt[0] = 473 |
228 |
prt[1] = 473 |
229 |
prt[2] = 473 |
230 |
prt[3] = 473 |
231 |
prt[4] = 473 |
232 |
prt[5] = 473 |
233 |
prt[6] = 473 |
234 |
prt[7] = 473 |
235 |
prt[8] = 473 |
236 |
prt[9] = 473 |
237 |
prt[10] = 473 |
238 |
prt[11] = 473 |
239 |
prt[12] = 473 |
240 |
prt[13] = 473 |
241 |
prt[14] = 473 |
242 |
prt[15] = 473 |
243 |
prt[16] = 473 |
244 |
prt[17] = 473 |
245 |
switch message_current |
246 |
{ |
247 |
case 1: |
248 |
if (other.cutscene_music == 0) |
249 |
other.cutscene_music = audio_play_sound(mus_well_be_okay, 1, 1) |
250 |
break |
251 |
case 3: |
252 |
obj_axis_npc.npc_direction = "right" |
253 |
break |
254 |
case 5: |
255 |
obj_axis_npc.npc_direction = "down" |
256 |
break |
257 |
case 11: |
258 |
obj_axis_npc.npc_direction = "up" |
259 |
break |
260 |
case 14: |
261 |
obj_axis_npc.npc_direction = "down" |
262 |
break |
263 |
} |
264 |
|
265 |
} |
266 |
break |
267 |
case 30: |
268 |
cutscene_wait(1) |
269 |
break |
270 |
case 31: |
271 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
272 |
break |
273 |
case 32: |
274 |
cutscene_wait(1) |
275 |
break |
276 |
case 33: |
277 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
278 |
break |
279 |
case 34: |
280 |
cutscene_wait(1) |
281 |
break |
282 |
case 35: |
283 |
cutscene_dialogue() |
284 |
with (msg) |
285 |
{ |
286 |
color = true |
287 |
message_col[0][0] = "" |
288 |
col_modif[0] = 16711935 |
289 |
talker[0] = 1166 |
290 |
message[0] = " BACKUP BATTERY EXTREMELY LOW.# PLEASE RECHARGE." |
291 |
message_col[0][0] = " BACKUP BATTERY EXTREMELY LOW.# PLEASE RECHARGE." |
292 |
message[1] = "* OH, SUPPOSE I SHOULD GO# DO THAT." |
293 |
message[2] = "* RECHARGING WILL RESTORE# ME BACK TO MY FACTORY# STATE BUT..." |
294 |
prt[1] = 473 |
295 |
prt[2] = 473 |
296 |
message[3] = " ADDED \"HATTED HUMAN\" TO# \"AUTHORIZED\" LIST." |
297 |
message_col[3][0] = message[3] |
298 |
message[4] = "* THERE. NOW I WILL NOT# ATTEMPT APPREHENSION# NEXT TIME WE MEET." |
299 |
message[5] = "* HAVE A PLEASANT# JOURNEY, HUMAN." |
300 |
prt[4] = 473 |
301 |
prt[5] = 473 |
302 |
} |
303 |
break |
304 |
case 36: |
305 |
audio_sound_gain(cutscene_music, 0, 900) |
306 |
cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "y", "left", 1031, 880, 140) |
307 |
if (x > (obj_pl.x + 3)) |
308 |
obj_pl.direction = 0 |
309 |
break |
310 |
case 37: |
311 |
cutscene_wait(2.5) |
312 |
break |
313 |
case 38: |
314 |
audio_sound_gain(cutscene_music, 1, 300) |
315 |
cutscene_npc_set_sprites(obj_axis_npc, 488, 487, 484, 487, 488, 487, 484, 487) |
316 |
break |
317 |
case 39: |
318 |
cutscene_npc_walk(1166, 790, 140, 5, "x", "right") |
319 |
break |
320 |
case 40: |
321 |
cutscene_dialogue() |
322 |
with (msg) |
323 |
{ |
324 |
talker[0] = 1166 |
325 |
message[0] = "* OH, ONE MORE THING." |
326 |
message[1] = "* LEAVE THE POWER ON WHEN# YOU EXIT, WILL YOU?" |
327 |
message[2] = "* I LIKE LIVING. " |
328 |
message[3] = "* THANKS." |
329 |
prt[0] = 473 |
330 |
prt[1] = 473 |
331 |
prt[2] = 473 |
332 |
prt[3] = 473 |
333 |
} |
334 |
break |
335 |
case 41: |
336 |
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, 300) |
337 |
cutscene_npc_walk(1166, 880, 140, 5, "y", "left") |
338 |
break |
339 |
case 42: |
340 |
cutscene_wait(0.5) |
341 |
break |
342 |
case 43: |
343 |
instance_destroy(obj_axis_npc) |
344 |
global.sworks_flag[31] = 2 |
345 |
cutscene_end() |
346 |
break |
347 |
} |