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gml_Object_obj_steamworks_35_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
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
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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_start
scr_cutscene_start

function 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_out
scr_audio_fade_out

function 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_start
scr_cutscene_start

function 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_out
scr_audio_fade_out

function 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
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
634
            cutscene_advance(83)
635
            global.sworks_flag[31] = 2
636
            scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
667
        scr_follower_initialize
scr_follower_initialize

function scr_follower_initialize() //gml_Script_scr_follower_initialize { with (global.party_member) event_perform(ev_create, 0) }
()
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
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
813
        break
814
}