1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
cutscene_npc_walk(1168, 900, 140, 3, "x", "left") |
7 |
cutscene_npc_walk(1161, 900, 140, 3, "x", "left") |
8 |
scene++ |
9 |
break |
10 |
case 1: |
11 |
if (obj_player_npc.x <= 990) |
12 |
scene++ |
13 |
break |
14 |
case 2: |
15 |
instance_create_depth(983, 132, -999, obj_steamworks_35_pacifist_gate) |
16 |
scene++ |
17 |
break |
18 |
case 3: |
19 |
var advance = true |
20 |
with (obj_player_npc) |
21 |
{ |
22 |
can_walk = false |
23 |
if (x > 970) |
24 |
{ |
25 |
advance = false |
26 |
x -= 8 |
27 |
} |
28 |
else |
29 |
obj_player_npc.npc_direction = "right" |
30 |
} |
31 |
with (obj_ceroba_npc) |
32 |
{ |
33 |
can_walk = false |
34 |
if (x < 1010) |
35 |
{ |
36 |
advance = false |
37 |
npc_direction = "right" |
38 |
x += 8 |
39 |
} |
40 |
else |
41 |
obj_ceroba_npc.npc_direction = "left" |
42 |
} |
43 |
if (advance == true) |
44 |
scene++ |
45 |
break |
46 |
case 4: |
47 |
cutscene_wait(0.5) |
48 |
break |
49 |
case 5: |
50 |
cutscene_dialogue() |
51 |
with (msg) |
52 |
{ |
53 |
talker[0] = 1161 |
54 |
message[0] = "* Hey!" |
55 |
message[1] = "* Who did that!?" |
56 |
message[2] = "* Clover! You can hear me, right?" |
57 |
message[3] = "* I'm gonna try to blast a hole# in this thing!" |
58 |
} |
59 |
break |
60 |
case 6: |
61 |
cutscene_npc_walk(1168, 940, 140, 3, "x", "right") |
62 |
break |
63 |
case 7: |
64 |
cutscene_wait(0.5) |
65 |
break |
66 |
case 8: |
67 |
cutscene_sfx_play(snd_ceroba_boom, 1) |
68 |
break |
69 |
case 9: |
70 |
cutscene_wait(0.25) |
71 |
break |
72 |
case 10: |
73 |
cutscene_screenshake(0.5, 3) |
74 |
break |
75 |
case 11: |
76 |
cutscene_wait(2) |
77 |
break |
78 |
case 12: |
79 |
cutscene_sfx_play(snd_ceroba_boom, 1) |
80 |
break |
81 |
case 13: |
82 |
cutscene_wait(0.25) |
83 |
break |
84 |
case 14: |
85 |
cutscene_screenshake(0.5, 3) |
86 |
break |
87 |
case 15: |
88 |
cutscene_wait(0.75) |
89 |
break |
90 |
case 16: |
91 |
if cutscene_dialogue() |
92 |
{ |
93 |
instance_destroy(obj_player_npc) |
94 |
scr_cutscene_end() |
95 |
scene = 16.2 |
96 |
} |
97 |
with (msg) |
98 |
{ |
99 |
talker[0] = 1161 |
100 |
message[0] = "* It's gonna take a lot to break# through!" |
101 |
message[1] = "* And to think we were almost# free of this place..." |
102 |
message[2] = "* Um, just look around for a# switch or keypad!" |
103 |
message[3] = "* There's always one near doors." |
104 |
} |
105 |
break |
106 |
case 16.2: |
107 |
if (obj_pl.x < obj_axis_npc.x) |
108 |
{ |
109 |
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
} () |
110 |
cutscene_advance(17) |
111 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc) |
112 |
obj_player_npc.npc_direction = "up" |
113 |
} |
114 |
break |
115 |
case 17: |
116 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
117 |
break |
118 |
case 18: |
119 |
cutscene_wait(0.75) |
120 |
break |
121 |
case 19: |
122 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
123 |
break |
124 |
case 20: |
125 |
cutscene_wait(2) |
126 |
break |
127 |
case 21: |
128 |
cutscene_dialogue() |
129 |
with (msg) |
130 |
{ |
131 |
color = true |
132 |
col_modif[0] = 16711935 |
133 |
talker[0] = 1166 |
134 |
message[0] = "* [MAIN POWER SOURCE NOT FOUND_]" |
135 |
message[1] = "* [INITIATING EMERGENCY BACKUP# POWER_]" |
136 |
message_col[0][0] = "* [MAIN POWER SOURCE NOT FOUND_]" |
137 |
message_col[1][0] = "* [INITIATING EMERGENCY BACKUP# POWER_]" |
138 |
talker[2] = 1161 |
139 |
message[2] = "* What was that?" |
140 |
message[3] = "* Did I just hear Axis!?" |
141 |
} |
142 |
break |
143 |
case 22: |
144 |
cutscene_npc_action_sprite(1166, 2989, 0.5, false) |
145 |
obj_axis_npc.npc_direction = "down" |
146 |
break |
147 |
case 23: |
148 |
cutscene_wait(1) |
149 |
break |
150 |
case 24: |
151 |
cutscene_music_start(219, 500) |
152 |
break |
153 |
case 25: |
154 |
cutscene_dialogue() |
155 |
with (msg) |
156 |
{ |
157 |
talker[0] = 1166 |
158 |
message[0] = "* H-H-HUMA-N." |
159 |
message[1] = "* Y-YOU TRIED TO SHUT ME# DOWN." |
160 |
message[2] = "* I HAVE HAD IT WITH YOU# AND YOUR FRIEND# THWARTING MY PLANS." |
161 |
message[3] = "* I AM THIS CLOSE TO# DIRECTING ALL MY STEAM# INTO MY RUDE FINGER." |
162 |
message[4] = "* AND YES, I AM YELLING." |
163 |
message[5] = "* MY TYPOGRAPHY BOX JUST# LACKS THE EXCLAMATION# POINT CHARACTER." |
164 |
message[6] = "* A SHAME, BUT AT LEAST I# HAVE QUESTION# MARKS?????????" |
165 |
prt[0] = 473 |
166 |
prt[1] = 473 |
167 |
prt[2] = 473 |
168 |
prt[3] = 473 |
169 |
prt[4] = 473 |
170 |
prt[5] = 473 |
171 |
prt[6] = 473 |
172 |
} |
173 |
break |
174 |
case 26: |
175 |
cutscene_sfx_play(snd_ceroba_boom, 1) |
176 |
break |
177 |
case 27: |
178 |
cutscene_wait(0.75) |
179 |
break |
180 |
case 28: |
181 |
cutscene_dialogue() |
182 |
with (msg) |
183 |
{ |
184 |
talker[0] = 1161 |
185 |
talker[4] = 1166 |
186 |
message[0] = "* Hey Clover!" |
187 |
message[1] = "* I don't think we can outrun# this guy any longer!" |
188 |
message[2] = "* Please try to find a peaceful# way to outwit him!" |
189 |
message[3] = "* I'm sorry but I don't want# Chujin's creation smashed to# bits!" |
190 |
message[4] = "* OUTWIT? MAYBE." |
191 |
message[5] = "* OUT-GUN? NEVER." |
192 |
message[6] = "* I AM [ticked] OFF AND# OUT OF NON-LETHAL# OPTIONS." |
193 |
message[7] = "* SO PREPARE YOURSELF. I# AM ATTACKING NOW." |
194 |
prt[4] = 473 |
195 |
prt[5] = 473 |
196 |
prt[6] = 473 |
197 |
prt[7] = 473 |
198 |
if (message_current == 0) |
199 |
obj_player_npc.npc_direction = "right" |
200 |
if (message_current == 4) |
201 |
obj_player_npc.npc_direction = "up" |
202 |
} |
203 |
break |
204 |
case 29: |
205 |
cutscene_wait(0.5) |
206 |
break |
207 |
case 30: |
208 |
audio_pause_sound(cutscene_music) |
209 |
cutscene_battle_initiate("axis", true, false) |
210 |
obj_heart_initiate_battle.flash_delay = 5 |
211 |
obj_pl.image_alpha = 1 |
212 |
break |
213 |
case 31: |
214 |
if instance_exists(obj_heart_initiate_battle_2) |
215 |
{ |
216 |
instance_destroy(obj_blackout_overworld_2) |
217 |
instance_destroy(obj_heart_initiate_battle_2) |
218 |
obj_pl.direction = 90 |
219 |
obj_pl.image_alpha = 0 |
220 |
cutscene_advance() |
221 |
} |
222 |
break |
223 |
case 32: |
224 |
cutscene_wait(2.5) |
225 |
break |
226 |
case 33: |
227 |
cutscene_dialogue() |
228 |
with (msg) |
229 |
{ |
230 |
talker[0] = 1166 |
231 |
message[0] = "* WHAT." |
232 |
message[1] = "* MY PROGRAMMING IS# PREVENTING ME FROM# ATTACK." |
233 |
message[2] = "* IT SAYS YOU ARE NOT A# CURRENT THREAT OR# RESISTING ARREST." |
234 |
message[3] = "* UGH, [forget] THIS." |
235 |
message[4] = "* HERE, I WILL MAKE YOU A# THREAT." |
236 |
prt[0] = 473 |
237 |
prt[1] = 473 |
238 |
prt[2] = 473 |
239 |
prt[3] = 473 |
240 |
prt[4] = 473 |
241 |
position = 0 |
242 |
if (message_current == 1) |
243 |
audio_resume_sound(other.cutscene_music) |
244 |
} |
245 |
break |
246 |
case 34: |
247 |
cutscene_advance(35) |
248 |
break |
249 |
case 35: |
250 |
cutscene_npc_walk(1166, (obj_steamworks_35_trashcan.x + 20), (obj_steamworks_35_trashcan.y - 1), 4, "x", "left") |
251 |
break |
252 |
case 36: |
253 |
cutscene_wait(0.5) |
254 |
break |
255 |
case 37: |
256 |
if cutscene_npc_action_sprite(1166, 1393, 1, true) |
257 |
{ |
258 |
obj_steamworks_35_trashcan.image_index = 1 |
259 |
obj_axis_npc.action_sprite = false |
260 |
cutscene_npc_set_sprites(obj_axis_npc, 488, 3297, 3267, 233, 488, 3297, 3267, 233) |
261 |
cutscene_advance(38) |
262 |
} |
263 |
break |
264 |
case 38: |
265 |
cutscene_npc_walk(1166, obj_player_npc.x, obj_axis_npc.y, 4, "x", "down") |
266 |
case 39: |
267 |
cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 4) |
268 |
break |
269 |
case 40: |
270 |
cutscene_dialogue() |
271 |
with (msg) |
272 |
{ |
273 |
talker[0] = 1166 |
274 |
message[0] = "* HOLD THIS, IT SUITS# YOU." |
275 |
prt[0] = 473 |
276 |
} |
277 |
break |
278 |
case 41: |
279 |
cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 20), 90, 10000), 3, "y", "down") |
280 |
break |
281 |
case 42: |
282 |
cutscene_wait(0.5) |
283 |
break |
284 |
case 43: |
285 |
cutscene_sfx_play(snd_mart_impact_2, 1) |
286 |
break |
287 |
case 44: |
288 |
obj_player_npc.up_sprite_idle = 3317 |
289 |
cutscene_npc_set_sprites(obj_axis_npc, 488, 487, 484, 486, 488, 487, 484, 486) |
290 |
break |
291 |
case 45: |
292 |
cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 40), 90, 10000), 4, "y", "down") |
293 |
break |
294 |
case 46: |
295 |
cutscene_dialogue() |
296 |
with (msg) |
297 |
{ |
298 |
talker[0] = 1166 |
299 |
message[0] = "* THERE. NOW YOU HAVE A# DRAWN \"WEAPON.\"" |
300 |
message[1] = "* LOOPHOLES ARE# WONDERFUL, ARE THEY NOT?" |
301 |
message[2] = "* NOW, TIME TO DIE." |
302 |
prt[0] = 473 |
303 |
prt[1] = 473 |
304 |
prt[2] = 473 |
305 |
position = 0 |
306 |
if (message_current == 2) |
307 |
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, 500) |
308 |
} |
309 |
break |
310 |
case 47: |
311 |
cutscene_advance() |
312 |
break |
313 |
case 48: |
314 |
cutscene_battle_initiate("axis", true, true) |
315 |
cutscene_advance(49) |
316 |
break |
317 |
case 49: |
318 |
break |
319 |
case 50: |
320 |
audio_stop_all() |
321 |
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
} () |
322 |
cutscene_music_start(218) |
323 |
instance_destroy(obj_steamworks_35_trashcan) |
324 |
obj_axis_npc.action_sprite = false |
325 |
obj_axis_npc.x -= 0 |
326 |
obj_pl.x = 680 |
327 |
obj_pl.y = 160 |
328 |
obj_pl.direction = 90 |
329 |
actor_follower = instance_create((obj_pl.x + 40), obj_pl.y, obj_ceroba_npc) |
330 |
obj_ceroba_npc.npc_direction = "up" |
331 |
if instance_exists(obj_ceroba_follower) |
332 |
instance_destroy(obj_ceroba_follower) |
333 |
instance_create((obj_axis_npc.x - 40), (obj_axis_npc.y - 6), obj_steamworks_13_robuild_complete) |
334 |
scene = 51 |
335 |
break |
336 |
case 51: |
337 |
cutscene_wait(0.5) |
338 |
break |
339 |
case 52: |
340 |
cutscene_dialogue() |
341 |
with (msg) |
342 |
{ |
343 |
talker[0] = 1166 |
344 |
talker[4] = 1166 |
345 |
talker[3] = 1161 |
346 |
talker[5] = 1161 |
347 |
message[0] = "* THIS EMOTION, IT FEELS# SO NICE." |
348 |
message[1] = "* I MUST THANK YOU FOR# OPENING MY EYES." |
349 |
message[2] = "* I HAD NO IDEA SUCH# WONDROUS SIGHTS EXISTED." |
350 |
message[3] = "* Glad we could finally# reach a level of# civility." |
351 |
message[4] = "* CAN I KEEP THEM???" |
352 |
message[5] = "* Whoa, slow down!" |
353 |
message[6] = "* Here..." |
354 |
prt[0] = 3255 |
355 |
prt[1] = 1261 |
356 |
prt[2] = 1261 |
357 |
prt[3] = 374 |
358 |
prt[4] = 3255 |
359 |
prt[5] = 381 |
360 |
prt[6] = 395 |
361 |
position = 0 |
362 |
} |
363 |
break |
364 |
case 53: |
365 |
cutscene_npc_walk(1161, obj_axis_npc.x, (obj_axis_npc.y + 20), 3, "y", "up") |
366 |
break |
367 |
case 54: |
368 |
cutscene_dialogue() |
369 |
with (msg) |
370 |
{ |
371 |
talker[0] = 1161 |
372 |
talker[2] = 1161 |
373 |
talker[6] = 1161 |
374 |
talker[1] = 1166 |
375 |
talker[5] = 1166 |
376 |
message[0] = "* (Do you wanna know a# secret?)" |
377 |
message[1] = "* YES I WOULD LIKE TO KNOW# A SECRET." |
378 |
message[2] = "* (They told me that they# like you but will only# go out if it's casual.)" |
379 |
message[3] = "* (Get to know them a# little first, you know?)" |
380 |
message[4] = "* (Ask what their name is# or something.)" |
381 |
message[5] = "* OKAY." |
382 |
message[6] = "* Alright, good! Give it a# shot!" |
383 |
prt[0] = 372 |
384 |
prt[1] = 1261 |
385 |
prt[2] = 372 |
386 |
prt[3] = 395 |
387 |
prt[4] = 372 |
388 |
prt[5] = 473 |
389 |
prt[6] = 395 |
390 |
position = 0 |
391 |
} |
392 |
break |
393 |
case 55: |
394 |
cutscene_npc_direction(obj_axis_npc, "left") |
395 |
break |
396 |
case 56: |
397 |
cutscene_npc_walk(1161, obj_axis_npc.x, (obj_axis_npc.y + 50), 3, "y", "up") |
398 |
break |
399 |
case 57: |
400 |
cutscene_wait(1) |
401 |
break |
402 |
case 58: |
403 |
cutscene_dialogue() |
404 |
with (msg) |
405 |
{ |
406 |
position = 0 |
407 |
talker[0] = 1166 |
408 |
talker[1] = 1166 |
409 |
talker[2] = 1166 |
410 |
talker[3] = 1161 |
411 |
talker[4] = 1166 |
412 |
talker[5] = 1166 |
413 |
message[0] = "* HELLO MY NAME IS AXIS# WHAT IS YOUR NAME?" |
414 |
message[1] = "* . . ." |
415 |
message[2] = "* HA HA YOU ARE SO FUNNY# WANT TO GET MARRIED???" |
416 |
message[3] = "* Hey, remember what we# talked about!" |
417 |
message[4] = "* . . ." |
418 |
message[5] = "* THEY SAID YES." |
419 |
prt[0] = 3255 |
420 |
prt[2] = 1261 |
421 |
prt[3] = 381 |
422 |
prt[5] = 3255 |
423 |
switch message_current |
424 |
{ |
425 |
case 3: |
426 |
obj_axis_npc.npc_direction = "down" |
427 |
break |
428 |
case 4: |
429 |
obj_axis_npc.npc_direction = "left" |
430 |
break |
431 |
case 5: |
432 |
obj_axis_npc.npc_direction = "down" |
433 |
break |
434 |
} |
435 |
|
436 |
} |
437 |
break |
438 |
case 59: |
439 |
cutscene_npc_direction(obj_axis_npc, "left") |
440 |
break |
441 |
case 60: |
442 |
cutscene_wait(2) |
443 |
break |
444 |
case 61: |
445 |
cutscene_dialogue() |
446 |
with (msg) |
447 |
{ |
448 |
talker[0] = 1161 |
449 |
talker[3] = 1161 |
450 |
talker[7] = 1161 |
451 |
talker[1] = 1166 |
452 |
talker[6] = 1166 |
453 |
talker[8] = 1166 |
454 |
message[0] = "* What?" |
455 |
message[1] = "* I AM HONESTLY JUST AS# SURPRISED AS YOU." |
456 |
message[2] = "* THIS ROCKS." |
457 |
message[3] = "* Okay, then I'm happy for# you." |
458 |
message[4] = "* ..." |
459 |
message[5] = "* Well, not to rain on the# parade but Clover and I# have to go." |
460 |
message[6] = "* GO WHERE?" |
461 |
message[7] = "* Hotland. Just a business# trip." |
462 |
message[8] = "* WELL I WISH YOU A# PLEASANT JOURNEY THEN." |
463 |
prt[0] = 371 |
464 |
prt[1] = 1056 |
465 |
prt[2] = 1261 |
466 |
prt[3] = 395 |
467 |
prt[4] = 394 |
468 |
prt[5] = 370 |
469 |
prt[6] = 1056 |
470 |
prt[7] = 377 |
471 |
prt[8] = 1261 |
472 |
switch message_current |
473 |
{ |
474 |
case 1: |
475 |
obj_axis_npc.npc_direction = "down" |
476 |
break |
477 |
case 4: |
478 |
obj_axis_npc.npc_direction = "left" |
479 |
break |
480 |
case 6: |
481 |
obj_axis_npc.npc_direction = "down" |
482 |
break |
483 |
} |
484 |
|
485 |
position = 0 |
486 |
} |
487 |
break |
488 |
case 62: |
489 |
cutscene_wait(0.5) |
490 |
break |
491 |
case 63: |
492 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
493 |
break |
494 |
case 64: |
495 |
cutscene_wait(1) |
496 |
break |
497 |
case 65: |
498 |
cutscene_sfx_play(snd_steamworks_35_axis_beep, 1) |
499 |
break |
500 |
case 66: |
501 |
cutscene_wait(1) |
502 |
break |
503 |
case 67: |
504 |
cutscene_dialogue() |
505 |
with (msg) |
506 |
{ |
507 |
color = true |
508 |
message_col[0][0] = "" |
509 |
col_modif[0] = 16711935 |
510 |
talker[0] = 1166 |
511 |
talker[1] = 1166 |
512 |
talker[3] = 1166 |
513 |
talker[4] = 1166 |
514 |
talker[5] = 1161 |
515 |
talker[7] = 1166 |
516 |
message[0] = " BACKUP BATTERY EXTREMELY# LOW. PLEASE RECHARGE." |
517 |
message_col[0][0] = " BACKUP BATTERY EXTREMELY# LOW. PLEASE RECHARGE." |
518 |
message[1] = "* OH, SUPPOSE I SHOULD GO# DO THAT." |
519 |
message[2] = "* RECHARGING WILL RESTORE# ME BACK TO MY FACTORY# STATE BUT..." |
520 |
message[3] = " ADDED \"HATTED HUMAN\" AND# \"TALL LADY\" TO# \"AUTHORIZED\" LIST." |
521 |
message_col[3][0] = " ADDED \"HATTED HUMAN\" AND# \"TALL LADY\" TO# \"AUTHORIZED\" LIST." |
522 |
message[4] = "* THERE. NOW I WILL NOT# ATTEMPT APPREHENSION# NEXT TIME WE MEET." |
523 |
message[5] = "* Thank you, Axis." |
524 |
message[6] = "* You have a good life." |
525 |
message[7] = "* I WILL TRY." |
526 |
prt[1] = 473 |
527 |
prt[2] = 473 |
528 |
prt[4] = 1261 |
529 |
prt[5] = 372 |
530 |
prt[6] = 395 |
531 |
prt[7] = 473 |
532 |
position = 0 |
533 |
} |
534 |
break |
535 |
case 68: |
536 |
cutscene_wait(0.75) |
537 |
break |
538 |
case 69: |
539 |
cutscene_npc_walk(1166, obj_steamworks_13_robuild_complete.x, (obj_steamworks_13_robuild_complete.y + 20), 4, "y", "up") |
540 |
break |
541 |
case 70: |
542 |
obj_axis_npc.action_sprite = true |
543 |
obj_axis_npc.sprite_index = spr_axis_up |
544 |
cutscene_advance() |
545 |
break |
546 |
case 71: |
547 |
cutscene_wait(0.5) |
548 |
break |
549 |
case 72: |
550 |
obj_axis_npc.action_sprite = false |
551 |
instance_destroy(obj_steamworks_13_robuild_complete) |
552 |
cutscene_sfx_play(snd_steamworks_13_robot, 1) |
553 |
break |
554 |
case 73: |
555 |
cutscene_npc_direction(obj_axis_npc, "down") |
556 |
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, 1000) |
557 |
break |
558 |
case 74: |
559 |
obj_axis_npc.npc_direction = "right" |
560 |
cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "x", "right", 1031, 760, 140) |
561 |
if (obj_axis_npc.x > (obj_pl.x + 10)) |
562 |
{ |
563 |
obj_ceroba_npc.npc_direction = "right" |
564 |
obj_pl.direction = 0 |
565 |
} |
566 |
break |
567 |
case 75: |
568 |
audio_play_sound(snd_encounter, 1, 0) |
569 |
instance_create(obj_axis_npc.x, (obj_axis_npc.y - 40), obj_cutscene_ex) |
570 |
cutscene_advance() |
571 |
break |
572 |
case 76: |
573 |
if cutscene_wait(1) |
574 |
{ |
575 |
instance_destroy(obj_cutscene_ex) |
576 |
obj_axis_npc.npc_direction = "left" |
577 |
} |
578 |
break |
579 |
case 77: |
580 |
cutscene_dialogue() |
581 |
with (msg) |
582 |
{ |
583 |
talker[0] = 1166 |
584 |
talker[1] = 1161 |
585 |
talker[2] = 1166 |
586 |
talker[5] = 1161 |
587 |
talker[7] = 1166 |
588 |
message[0] = "* OH, ONE MORE THING." |
589 |
message[1] = "* Hm?" |
590 |
message[2] = "* YOU SAID YOUR HUSBAND# WAS MY CREATOR?" |
591 |
message[3] = "* WOULD YOU TELL HIM THAT# I MISS HIM?" |
592 |
message[4] = "* HE WAS ALWAYS VERY KIND# TO ME." |
593 |
message[5] = "* I... " |
594 |
message[6] = "* Yeah... I'll tell him." |
595 |
message[7] = "* THANK YOU." |
596 |
message[8] = "* GOODBYE." |
597 |
prt[0] = 473 |
598 |
prt[1] = 370 |
599 |
prt[2] = 473 |
600 |
prt[3] = 473 |
601 |
prt[4] = 473 |
602 |
prt[5] = 609 |
603 |
prt[6] = 2987 |
604 |
prt[7] = 1261 |
605 |
prt[8] = 473 |
606 |
position = 0 |
607 |
} |
608 |
break |
609 |
case 78: |
610 |
cutscene_npc_walk(1166, 880, obj_axis_npc.y, 2, "x", "right") |
611 |
break |
612 |
case 79: |
613 |
cutscene_advance() |
614 |
break |
615 |
case 80: |
616 |
if (global.sworks_flag[41] == 0) |
617 |
cutscene_npc_walk(1161, (obj_pl.x - 20), obj_pl.y, 3, "x", "right") |
618 |
else |
619 |
cutscene_npc_walk(1161, obj_ceroba_npc.x, obj_pl.y, 2, "x", "left") |
620 |
scene = 81 |
621 |
break |
622 |
case 81: |
623 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 3) |
624 |
break |
625 |
case 82: |
626 |
instance_destroy(obj_axis_npc) |
627 |
cutscene_camera_reset() |
628 |
if (global.sworks_flag[41] == 0) |
629 |
{ |
630 |
actor_follower = 1161 |
631 |
global.party_member = 1171 |
632 |
cutscene_actor_into_follower() |
633 |
scr_cutscene_end() |
634 |
cutscene_advance(83) |
635 |
global.sworks_flag[31] = 2 |
636 |
scr_radio_restart() |
637 |
} |
638 |
if (global.sworks_flag[41] >= 1) |
639 |
scene = 87 |
640 |
break |
641 |
case 83: |
642 |
if (global.party_member != -4) |
643 |
{ |
644 |
if (obj_pl.x >= 820) |
645 |
{ |
646 |
cutscene_dialogue() |
647 |
with (msg) |
648 |
{ |
649 |
sndfnt = 108 |
650 |
message[0] = "* Don't worry about Axis." |
651 |
message[1] = "* We got to move." |
652 |
prt[0] = 377 |
653 |
prt[1] = 370 |
654 |
} |
655 |
} |
656 |
} |
657 |
break |
658 |
case 84: |
659 |
cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) |
660 |
break |
661 |
case 85: |
662 |
cutscene_npc_walk_relative(1168, -20, 0, 3, "x", "left") |
663 |
break |
664 |
case 86: |
665 |
instance_destroy(obj_player_npc) |
666 |
scr_cutscene_end() |
667 |
scr_follower_initialize() |
668 |
scene = 83 |
669 |
break |
670 |
case 87: |
671 |
cutscene_wait(1.5) |
672 |
break |
673 |
case 88: |
674 |
obj_pl.direction = 0 |
675 |
cutscene_dialogue() |
676 |
with (msg) |
677 |
{ |
678 |
talker[0] = 1161 |
679 |
message[0] = "* ..." |
680 |
message[1] = "* About Hotland." |
681 |
message[2] = "* The truth is..." |
682 |
message[3] = "* I... " |
683 |
message[4] = "* I can't go." |
684 |
message[5] = "* You didn't destroy Axis# and I thank you but..." |
685 |
message[6] = "* Your SOUL..." |
686 |
message[7] = "* I was sure it was..." |
687 |
message[8] = "* ..." |
688 |
message[9] = "* Nevermind. There's no# explaining it." |
689 |
message[10] = "* I'm sorry..." |
690 |
prt[0] = 394 |
691 |
prt[1] = 370 |
692 |
prt[2] = 394 |
693 |
prt[3] = 394 |
694 |
prt[4] = 370 |
695 |
prt[5] = 371 |
696 |
prt[6] = 377 |
697 |
prt[7] = 394 |
698 |
prt[8] = 394 |
699 |
prt[9] = 370 |
700 |
prt[10] = 377 |
701 |
if (message_current == 8) |
702 |
obj_ceroba_npc.npc_direction = "right" |
703 |
else |
704 |
obj_ceroba_npc.npc_direction = "left" |
705 |
} |
706 |
break |
707 |
case 89: |
708 |
cutscene_npc_direction(obj_ceroba_npc, "right") |
709 |
break |
710 |
case 90: |
711 |
cutscene_wait(1) |
712 |
break |
713 |
case 91: |
714 |
cutscene_npc_direction(obj_ceroba_npc, "left") |
715 |
break |
716 |
case 92: |
717 |
cutscene_dialogue() |
718 |
with (msg) |
719 |
{ |
720 |
talker[0] = 1161 |
721 |
message[0] = "* Goodbye, Clover." |
722 |
prt[0] = 609 |
723 |
} |
724 |
break |
725 |
case 93: |
726 |
cutscene_npc_walk(1161, 860, 140, 3, "y", "right") |
727 |
break |
728 |
case 94: |
729 |
cutscene_wait(1.5) |
730 |
break |
731 |
case 95: |
732 |
cutscene_advance() |
733 |
break |
734 |
case 96: |
735 |
cutscene_wait(0.5) |
736 |
break |
737 |
case 97: |
738 |
cutscene_instance_create((obj_pl.x - 40), obj_pl.y, obj_flowey_npc) |
739 |
obj_flowey_npc.action_sprite = true |
740 |
obj_flowey_npc.sprite_index = spr_floweyrise |
741 |
obj_flowey_npc.image_speed = 0.2 |
742 |
break |
743 |
case 98: |
744 |
with (obj_flowey_npc) |
745 |
{ |
746 |
if (image_index >= (image_number - 1)) |
747 |
{ |
748 |
action_sprite = false |
749 |
other.scene += 1 |
750 |
} |
751 |
} |
752 |
break |
753 |
case 99: |
754 |
obj_pl.direction = 180 |
755 |
cutscene_advance() |
756 |
break |
757 |
case 100: |
758 |
cutscene_dialogue() |
759 |
with (msg) |
760 |
{ |
761 |
talker[0] = 3194 |
762 |
message[0] = "* Aaaand there it is!" |
763 |
message[1] = "* She was totally using# you, pal." |
764 |
prt[0] = 349 |
765 |
prt[1] = 347 |
766 |
} |
767 |
break |
768 |
case 101: |
769 |
obj_pl.direction = 0 |
770 |
cutscene_wait(1.5) |
771 |
break |
772 |
case 102: |
773 |
obj_pl.direction = 180 |
774 |
cutscene_dialogue() |
775 |
with (msg) |
776 |
{ |
777 |
talker[0] = 3194 |
778 |
message[0] = "* Hey, cheer up!" |
779 |
message[1] = "* Self-defense. That's# all it was." |
780 |
message[2] = "* ..." |
781 |
message[3] = "* You know what? This is# good, actually!" |
782 |
message[4] = "* You're finally free to# get back on track!" |
783 |
message[5] = "* No more third parties,# no more side quests." |
784 |
message[6] = "* Just you and me, buddy!# " |
785 |
message[7] = "* Just you and me." |
786 |
prt[0] = 348 |
787 |
prt[1] = 347 |
788 |
prt[2] = 347 |
789 |
prt[3] = 348 |
790 |
prt[4] = 348 |
791 |
prt[5] = 347 |
792 |
prt[6] = 348 |
793 |
prt[7] = 348 |
794 |
} |
795 |
break |
796 |
case 103: |
797 |
if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0) |
798 |
instance_destroy(obj_flowey_npc) |
799 |
break |
800 |
case 104: |
801 |
cutscene_wait(1) |
802 |
break |
803 |
case 105: |
804 |
cutscene_camera_reset() |
805 |
cutscene_end() |
806 |
instance_destroy(obj_ceroba_npc) |
807 |
global.sworks_flag[31] = 2 |
808 |
global.route = 1 |
809 |
global.party_member = -4 |
810 |
global.mail_flag[8] = true |
811 |
global.sworks_flag[61] = 1 |
812 |
scr_radio_restart() |
813 |
break |
814 |
} |