1 |
var actor_starlo = obj_starlo_npc |
2 |
var actor_ed = obj_ed_npc |
3 |
var actor_mooch = obj_mooch_npc |
4 |
var actor_moray = obj_moray_npc |
5 |
var actor_ace = obj_ace_npc |
6 |
var actor_clover = obj_player_npc |
7 |
if live_call() |
8 |
return global.live_result; |
9 |
switch scene |
10 |
{ |
11 |
case 0: |
12 |
cutscene_music_start(184, 0) |
13 |
break |
14 |
case 1: |
15 |
if cutscene_wait(1.5) |
16 |
cutscene_advance(6) |
17 |
break |
18 |
case 6: |
19 |
cutscene_dialogue() |
20 |
with (msg) |
21 |
{ |
22 |
sndfnt = 107 |
23 |
talker[0] = actor_starlo |
24 |
message[0] = "* Group up, everyone!" |
25 |
prt[0] = 417 |
26 |
} |
27 |
break |
28 |
case 7: |
29 |
cutscene_npc_walk(actor_ace, 680, 440, 4, "x", "up") |
30 |
cutscene_npc_walk(actor_mooch, 760, 440, 4, "y", "up") |
31 |
cutscene_npc_walk(actor_ed, 640, 375, 4, "y", "right") |
32 |
cutscene_npc_walk(actor_moray, 800, 375, 4, "x", "left") |
33 |
cutscene_advance() |
34 |
break |
35 |
case 8: |
36 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) |
37 |
cutscene_advance() |
38 |
break |
39 |
case 9: |
40 |
cutscene_dialogue() |
41 |
with (msg) |
42 |
{ |
43 |
position = 1 |
44 |
message[0] = "* Gettin' a bit of deja# vu here." |
45 |
prt[0] = 454 |
46 |
sndfnt_array[0] = 104 |
47 |
talker[0] = actor_ed |
48 |
message[1] = "* As ya should, buddy." |
49 |
message[2] = "* Thanks to Ace's keen# eye for fashion, we# took a lil detour." |
50 |
message[3] = "* Great job there." |
51 |
prt[1] = 421 |
52 |
prt[2] = 407 |
53 |
prt[3] = 421 |
54 |
sndfnt_array[1] = 107 |
55 |
talker[1] = actor_starlo |
56 |
message[4] = "* Thank you, Star." |
57 |
message[5] = "* Clover looks much# better now." |
58 |
prt[4] = 436 |
59 |
prt[5] = 435 |
60 |
sndfnt_array[4] = 106 |
61 |
talker[4] = actor_ace |
62 |
message[6] = "* I agree! Clover's# looking like a real# wrangler!" |
63 |
prt[6] = 445 |
64 |
sndfnt_array[6] = 391 |
65 |
talker[6] = actor_moray |
66 |
message[7] = "* For sure!" |
67 |
message[8] = "* That new gun is...# awfully shiny." |
68 |
prt[7] = 458 |
69 |
prt[8] = 463 |
70 |
sndfnt_array[7] = 105 |
71 |
talker[7] = actor_mooch |
72 |
message[9] = "* Had to shake Mr.# Blackjack down for it." |
73 |
message[10] = "* I was real tough, too." |
74 |
message[11] = "* Put ol' Jack in his# place, I did." |
75 |
prt[9] = 417 |
76 |
prt[10] = 424 |
77 |
prt[11] = 424 |
78 |
sndfnt_array[9] = 107 |
79 |
talker[9] = actor_starlo |
80 |
message[12] = "* You coulda' sent me in# to get it." |
81 |
message[13] = "* You know I'm the best# negotiator." |
82 |
prt[12] = 455 |
83 |
prt[13] = 463 |
84 |
sndfnt_array[12] = 105 |
85 |
talker[12] = actor_mooch |
86 |
message[14] = "* We might bend the rules# a bit but we ain't# bandits." |
87 |
prt[14] = 419 |
88 |
sndfnt_array[14] = 107 |
89 |
talker[14] = actor_starlo |
90 |
message[15] = "* Mhm, totally." |
91 |
prt[15] = 458 |
92 |
sndfnt_array[15] = 105 |
93 |
talker[15] = actor_mooch |
94 |
message[16] = "* Let's get to the# mission already." |
95 |
prt[16] = 454 |
96 |
sndfnt_array[16] = 104 |
97 |
talker[16] = actor_ed |
98 |
message[17] = "* Right ya are, Ed." |
99 |
message[18] = "* What other mission# would it be than the# one we skipped before?" |
100 |
message[19] = "* Get ready, Clover!" |
101 |
prt[17] = 417 |
102 |
prt[18] = 417 |
103 |
prt[19] = 415 |
104 |
sndfnt_array[17] = 107 |
105 |
talker[17] = actor_starlo |
106 |
} |
107 |
break |
108 |
case 10: |
109 |
cutscene_wait(1) |
110 |
break |
111 |
case 11: |
112 |
cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false) |
113 |
break |
114 |
case 12: |
115 |
cutscene_event_wildeast_stamp(spr_wild_east_stamp_2, 253, 150, 10, 50) |
116 |
break |
117 |
case 13: |
118 |
cutscene_audio_fade(cutscene_music, 1, 300, 0.75, true) |
119 |
break |
120 |
case 14: |
121 |
cutscene_dialogue() |
122 |
with (msg) |
123 |
{ |
124 |
position = 1 |
125 |
message[0] = "* It's time for us to# dual!" |
126 |
prt[0] = 422 |
127 |
talker[0] = actor_starlo |
128 |
} |
129 |
break |
130 |
case 15: |
131 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = argument0
fade_strength = argument1 / 100
audio_stop = argument2
if (audio_stop == false)
audio_resume_sound(argument0)
}
} (cutscene_music, 5, 1) |
132 |
cutscene_advance() |
133 |
break |
134 |
case 16: |
135 |
cutscene_wait(2) |
136 |
break |
137 |
case 17: |
138 |
cutscene_dialogue() |
139 |
with (msg) |
140 |
{ |
141 |
position = 1 |
142 |
message[0] = "* You mean \"duel.\"" |
143 |
prt[0] = 447 |
144 |
talker[0] = actor_moray |
145 |
} |
146 |
break |
147 |
case 18: |
148 |
cutscene_wait(1) |
149 |
break |
150 |
case 19: |
151 |
cutscene_npc_direction(actor_starlo, "right") |
152 |
break |
153 |
case 20: |
154 |
cutscene_dialogue() |
155 |
with (msg) |
156 |
{ |
157 |
position = 1 |
158 |
message[0] = "* That's what I said." |
159 |
message[1] = "* No, you pronounced it# with a \"UA\" sound# instead of a \"OO\" sound." |
160 |
message[2] = "* Boss, have you been# skippin' Cowboy Grammar# Class?" |
161 |
message[3] = "* Dual, duel, who cares?# Tomato potato and all# that." |
162 |
message[4] = "* Y'all need to quit# interrupin' me so often." |
163 |
message[5] = "* Upsets my frontier zen." |
164 |
prt[0] = 413 |
165 |
prt[1] = 437 |
166 |
prt[2] = 453 |
167 |
prt[3] = 410 |
168 |
prt[4] = 410 |
169 |
prt[5] = 410 |
170 |
talker[0] = actor_starlo |
171 |
talker[1] = actor_ace |
172 |
talker[2] = actor_ed |
173 |
talker[3] = actor_starlo |
174 |
if (message_current == 3) |
175 |
{ |
176 |
with (actor_starlo) |
177 |
npc_direction = "down" |
178 |
} |
179 |
} |
180 |
break |
181 |
case 21: |
182 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = argument0
fade_strength = argument1 / 100
audio_stop = argument2
if (audio_stop == false)
audio_resume_sound(argument0)
}
} (cutscene_music, 5, false) |
183 |
cutscene_advance() |
184 |
case 22: |
185 |
cutscene_dialogue() |
186 |
with (msg) |
187 |
{ |
188 |
position = 1 |
189 |
message[0] = "* Where was I?" |
190 |
message[1] = "* Oh yeah, it's time to# d..." |
191 |
message[2] = "* Participate in a# carefully timed# shootin' competition." |
192 |
message[3] = "* Mooch! Provide Clover# with the designated# tool." |
193 |
prt[0] = 421 |
194 |
prt[1] = 417 |
195 |
prt[2] = 421 |
196 |
prt[3] = 417 |
197 |
talker[0] = actor_starlo |
198 |
} |
199 |
break |
200 |
case 23: |
201 |
cutscene_npc_walk(actor_mooch, obj_pl.x, (obj_pl.y + 20), 3, "x", "up") |
202 |
break |
203 |
case 24: |
204 |
cutscene_dialogue() |
205 |
with (msg) |
206 |
{ |
207 |
position = 1 |
208 |
message[0] = "* Here's a BB gun for the# duel!" |
209 |
message[1] = "* I'll uh... take that# sixshooter off your# hands for now." |
210 |
message[2] = "* Mooooch? Bring the gun# here." |
211 |
message[3] = "* That's what I was gonna# do, Moray." |
212 |
message[4] = "* Get off my back, will# ya?" |
213 |
prt[0] = 458 |
214 |
prt[1] = 462 |
215 |
prt[2] = 445 |
216 |
prt[3] = 460 |
217 |
prt[4] = 460 |
218 |
talker[0] = actor_mooch |
219 |
talker[2] = actor_moray |
220 |
talker[3] = actor_mooch |
221 |
} |
222 |
break |
223 |
case 25: |
224 |
cutscene_npc_walk(actor_mooch, actor_moray.x, (actor_moray.y + 20), 3, "y", "up") |
225 |
break |
226 |
case 26: |
227 |
cutscene_wait(1) |
228 |
break |
229 |
case 27: |
230 |
cutscene_npc_walk(actor_mooch, 760, 440, 3, "x", "up") |
231 |
break |
232 |
case 28: |
233 |
cutscene_wait(0.5) |
234 |
break |
235 |
case 29: |
236 |
cutscene_dialogue() |
237 |
with (msg) |
238 |
{ |
239 |
position = 1 |
240 |
message[0] = "* Alright. It's finally# time to go head to hea-" |
241 |
message[1] = "* Wait." |
242 |
message[2] = "* What is it, Ace?" |
243 |
message[3] = "* What could possibly be# so pressin' to interrupt# the mission again?" |
244 |
message[4] = "* You forgot the safety# glasses." |
245 |
message[5] = "* Gee, boss. You coulda# hurt Clover." |
246 |
message[6] = "* Right..." |
247 |
message[7] = "* I take responsibility# and apologize for the# oversight." |
248 |
message[8] = "* Bring the glasses here." |
249 |
prt[0] = 422 |
250 |
prt[1] = 439 |
251 |
prt[2] = 416 |
252 |
prt[3] = 416 |
253 |
prt[4] = 435 |
254 |
prt[5] = 454 |
255 |
prt[6] = 412 |
256 |
prt[7] = 412 |
257 |
prt[8] = 417 |
258 |
talker[0] = actor_starlo |
259 |
talker[1] = actor_ace |
260 |
talker[2] = actor_starlo |
261 |
talker[4] = actor_ace |
262 |
talker[5] = actor_ed |
263 |
talker[6] = actor_starlo |
264 |
if (message_current == 1 && counter == 0) |
265 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = argument0
fade_strength = argument1 / 100
audio_stop = argument2
if (audio_stop == false)
audio_resume_sound(argument0)
}
} (other.cutscene_music, 5, true) |
266 |
} |
267 |
break |
268 |
case 30: |
269 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = argument0
fade_strength = argument1 / 100
audio_stop = argument2
if (audio_stop == false)
audio_resume_sound(argument0)
}
} (other.cutscene_music, 5, false) |
270 |
cutscene_advance() |
271 |
break |
272 |
case 31: |
273 |
cutscene_npc_walk(actor_ace, actor_starlo.x, (actor_starlo.y + 20), 3, "x", "up") |
274 |
break |
275 |
case 32: |
276 |
cutscene_dialogue() |
277 |
with (msg) |
278 |
{ |
279 |
position = 1 |
280 |
message[0] = "* (I want the pair with# the blue flames.)" |
281 |
message[1] = "* (Red flames clash with# my uniform.)" |
282 |
message[2] = "* Here." |
283 |
prt[0] = 407 |
284 |
prt[1] = 407 |
285 |
prt[2] = 434 |
286 |
talker[0] = actor_starlo |
287 |
talker[2] = actor_ace |
288 |
} |
289 |
break |
290 |
case 33: |
291 |
cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true) |
292 |
break |
293 |
case 34: |
294 |
cutscene_wait(0.5) |
295 |
break |
296 |
case 35: |
297 |
cutscene_npc_reset_sprite(actor_ace, "up") |
298 |
break |
299 |
case 36: |
300 |
cutscene_npc_set_sprites(actor_starlo, 214, 213, 215, 210, 214, 220, 218, 219) |
301 |
break |
302 |
case 37: |
303 |
cutscene_npc_walk(actor_ace, actor_clover.x, (actor_clover.y + 20), 3, "x", "up") |
304 |
break |
305 |
case 38: |
306 |
cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true) |
307 |
break |
308 |
case 39: |
309 |
cutscene_wait(0.5) |
310 |
break |
311 |
case 40: |
312 |
cutscene_npc_reset_sprite(actor_ace, "up") |
313 |
break |
314 |
case 41: |
315 |
cutscene_npc_set_sprites(actor_clover, 28, 26, 27, 25, 28, 26, 27, 25) |
316 |
break |
317 |
case 42: |
318 |
cutscene_wait(0.5) |
319 |
break |
320 |
case 43: |
321 |
cutscene_npc_walk(actor_ace, 680, 440, 3, "y", "up") |
322 |
break |
323 |
case 44: |
324 |
cutscene_wait(0.5) |
325 |
break |
326 |
case 45: |
327 |
cutscene_npc_direction(actor_starlo, "left") |
328 |
break |
329 |
case 46: |
330 |
cutscene_dialogue() |
331 |
with (msg) |
332 |
{ |
333 |
position = 1 |
334 |
message[0] = "* Now we're in business!" |
335 |
message[1] = "* Alllrighty, Clover!" |
336 |
message[2] = "* We're gonna take ten# paces and turn to face# each other." |
337 |
message[3] = "* When you hear the# \"draw\" sound..." |
338 |
message[4] = "* Grab yer gun and shoot# me as fast as you can!" |
339 |
message[5] = "* Here we go!" |
340 |
prt[0] = 422 |
341 |
prt[1] = 417 |
342 |
prt[2] = 417 |
343 |
prt[3] = 417 |
344 |
prt[4] = 419 |
345 |
prt[5] = 422 |
346 |
talker[0] = actor_starlo |
347 |
if (message_current == 1) |
348 |
actor_clover.npc_direction = "right" |
349 |
} |
350 |
break |
351 |
case 47: |
352 |
cutscene_audio_fade(cutscene_music, 0, 500, 1, false, true) |
353 |
break |
354 |
case 48: |
355 |
cutscene_sfx_play(mus_dual, 1) |
356 |
cutscene_npc_walk(actor_starlo, 700, 490, 2, "x", "right") |
357 |
cutscene_npc_walk(actor_clover, 740, 490, 2, "x", "left") |
358 |
cutscene_npc_walk(actor_ace, 700, 378, 3, "x", "down") |
359 |
cutscene_npc_walk(actor_mooch, 740, 375, 3, "y", "down") |
360 |
cutscene_npc_direction(actor_ed, "down") |
361 |
cutscene_npc_direction(actor_moray, "down") |
362 |
cutscene_camera_move(720, 440, 1) |
363 |
cutscene_advance(49) |
364 |
break |
365 |
case 49: |
366 |
if (actor_clover.npc_arrived && actor_starlo.npc_arrived) |
367 |
cutscene_advance() |
368 |
break |
369 |
case 50: |
370 |
cutscene_wait(1) |
371 |
break |
372 |
case 51: |
373 |
cutscene_npc_walk(actor_starlo, 580, 490, 1, "x", "right") |
374 |
cutscene_npc_walk(actor_clover, 860, 490, 1, "x", "left") |
375 |
cutscene_advance(52) |
376 |
break |
377 |
case 52: |
378 |
if (actor_clover.npc_arrived && actor_starlo.npc_arrived) |
379 |
cutscene_advance() |
380 |
break |
381 |
case 53: |
382 |
cutscene_npc_action_sprite(actor_starlo, 221, 0, true) |
383 |
actor_starlo.image_index = 0 |
384 |
cutscene_npc_action_sprite(actor_clover, 30, 0, true) |
385 |
cutscene_advance(54) |
386 |
break |
387 |
case 54: |
388 |
if (cutscene_duel_timer == 0) |
389 |
cutscene_duel_timer = irandom_range(1, 5) |
390 |
cutscene_wait(cutscene_duel_timer) |
391 |
if cutscene_key_prompt() |
392 |
{ |
393 |
audio_play_sound(snd_fail, 1, 0) |
394 |
cutscene_advance(61) |
395 |
} |
396 |
break |
397 |
case 55: |
398 |
cutscene_duel_timer = 0 |
399 |
cutscene_duel_delay = 10 |
400 |
instance_create(160, 90, obj_duel_mark) |
401 |
cutscene_advance() |
402 |
break |
403 |
case 56: |
404 |
if cutscene_key_prompt() |
405 |
{ |
406 |
if (actor_clover.image_speed == 0) |
407 |
actor_clover.image_speed = 0.5 |
408 |
} |
409 |
if (actor_starlo.image_speed == 0) |
410 |
{ |
411 |
if (cutscene_duel_delay > 0) |
412 |
cutscene_duel_delay -= 1 |
413 |
if (cutscene_duel_delay == 0) |
414 |
actor_starlo.image_speed = 0.5 |
415 |
} |
416 |
cutscene_sfx_play_at_frame(actor_clover, 6, 248) |
417 |
if (!audio_is_playing(snd_duel_shot)) |
418 |
cutscene_sfx_play_at_frame(actor_starlo, 6, 230) |
419 |
if (actor_clover.image_index >= 6) |
420 |
cutscene_advance(63) |
421 |
else |
422 |
cutscene_animation_end(actor_starlo, true) |
423 |
break |
424 |
case 57: |
425 |
cutscene_npc_action_sprite(actor_clover, 31, 0.5, true, 0) |
426 |
case 58: |
427 |
cutscene_wait(1) |
428 |
break |
429 |
case 59: |
430 |
cutscene_dialogue() |
431 |
with (msg) |
432 |
{ |
433 |
message[0] = "* Awww, too bad!" |
434 |
message[1] = "* Let's try one more time!" |
435 |
prt[0] = 406 |
436 |
prt[1] = 417 |
437 |
talker[0] = actor_starlo |
438 |
} |
439 |
break |
440 |
case 60: |
441 |
cutscene_sfx_play(mus_dual_short, 1) |
442 |
cutscene_advance(53) |
443 |
break |
444 |
case 61: |
445 |
cutscene_dialogue() |
446 |
with (msg) |
447 |
{ |
448 |
message[0] = "* Whoa, whoa, whoa!" |
449 |
message[1] = "* You gotta wait for# the signal, or it# ain't fair!" |
450 |
message[2] = "* Let's try one more time!" |
451 |
prt[0] = 426 |
452 |
prt[1] = 419 |
453 |
prt[2] = 417 |
454 |
talker[0] = actor_starlo |
455 |
} |
456 |
break |
457 |
case 62: |
458 |
cutscene_advance(53) |
459 |
break |
460 |
case 63: |
461 |
cutscene_npc_action_sprite(actor_starlo, 222, 0, true, 0) |
462 |
cutscene_advance(64) |
463 |
break |
464 |
case 64: |
465 |
cutscene_camera_move(480, 440, 3, true) |
466 |
cutscene_advance(65) |
467 |
break |
468 |
case 65: |
469 |
if cutscene_npc_path_start(actor_starlo, pt_starlo_fly_away, 2) |
470 |
{ |
471 |
actor_starlo.image_index = 1 |
472 |
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
}
} (30, 3) |
473 |
cutscene_sfx_play(snd_rock_break, 1) |
474 |
cutscene_music_start(193) |
475 |
} |
476 |
break |
477 |
case 66: |
478 |
cutscene_wait(2) |
479 |
break |
480 |
case 67: |
481 |
cutscene_dialogue() |
482 |
with (msg) |
483 |
{ |
484 |
message[0] = "* Ah... Clover got me..." |
485 |
prt[0] = 416 |
486 |
sndfnt_array[0] = 107 |
487 |
} |
488 |
break |
489 |
case 68: |
490 |
cutscene_npc_walk(actor_ace, 430, 445, 4, "y", "down") |
491 |
cutscene_npc_walk(actor_mooch, 470, 445, 4, "y", "down") |
492 |
cutscene_npc_walk(actor_ed, 390, 465, 3, "y", "down") |
493 |
cutscene_npc_walk(actor_moray, 510, 465, 4, "y", "down") |
494 |
cutscene_npc_walk(actor_clover, 520, 485, 4, "y", "left") |
495 |
cutscene_advance() |
496 |
break |
497 |
case 69: |
498 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived && actor_clover.npc_arrived) |
499 |
cutscene_advance() |
500 |
break |
501 |
case 70: |
502 |
cutscene_dialogue() |
503 |
with (msg) |
504 |
{ |
505 |
message[0] = "* Star! Star! Are you# okay?" |
506 |
message[1] = "* Pretty much... the# opposite of that..." |
507 |
message[2] = "* Oh, Star... I'm so# sorry..." |
508 |
message[3] = "* Who... who will you# give your inheritance# to?" |
509 |
message[4] = "* Not... you..." |
510 |
message[5] = "* Heck." |
511 |
message[6] = "* Clover... this was...# your..." |
512 |
message[7] = "* Emotional trauma test!" |
513 |
prt[0] = 450 |
514 |
prt[1] = 416 |
515 |
prt[2] = 461 |
516 |
prt[3] = 455 |
517 |
prt[4] = 416 |
518 |
prt[5] = 460 |
519 |
prt[6] = 416 |
520 |
prt[7] = 415 |
521 |
talker[0] = actor_moray |
522 |
talker[1] = -4 |
523 |
talker[2] = actor_mooch |
524 |
talker[4] = -4 |
525 |
talker[5] = actor_mooch |
526 |
talker[6] = -4 |
527 |
sndfnt_array[1] = 107 |
528 |
sndfnt_array[4] = 107 |
529 |
sndfnt_array[6] = 107 |
530 |
} |
531 |
break |
532 |
case 71: |
533 |
cutscene_music_start(184) |
534 |
break |
535 |
case 72: |
536 |
if cutscene_npc_reset_sprite(actor_starlo, "right") |
537 |
audio_play_sound(snd_playerjump, 1, 0) |
538 |
break |
539 |
case 73: |
540 |
cutscene_npc_path_start(actor_starlo, pt_small_jump, 3) |
541 |
break |
542 |
case 74: |
543 |
cutscene_wait(1) |
544 |
break |
545 |
case 75: |
546 |
cutscene_dialogue() |
547 |
with (msg) |
548 |
{ |
549 |
message[0] = "* This job ain't all# swealterstones and# rainbows, ya understand?" |
550 |
message[1] = "* Ya might end up hurtin'# someone and must carry# that weight on yer back." |
551 |
message[2] = "* Hope I didn't scar ya!" |
552 |
message[3] = "* Anyway, you pass!" |
553 |
message[4] = "* I'll be waitin' in the# Saloon again when ye're# ready for mission three!" |
554 |
message[5] = "* I'm seein' good things# in ya, kid!" |
555 |
prt[0] = 419 |
556 |
prt[1] = 421 |
557 |
prt[2] = 417 |
558 |
prt[3] = 422 |
559 |
prt[4] = 417 |
560 |
prt[5] = 417 |
561 |
talker[0] = actor_starlo |
562 |
} |
563 |
break |
564 |
case 76: |
565 |
cutscene_npc_walk(actor_starlo, 700, 180, 3, "x", "up", 1872) |
566 |
cutscene_advance() |
567 |
break |
568 |
case 77: |
569 |
cutscene_wait(2) |
570 |
break |
571 |
case 78: |
572 |
if cutscene_npc_walk(actor_ace, actor_clover.x, (actor_clover.y + 20), 3, "y", "up") |
573 |
cutscene_advance(79) |
574 |
cutscene_npc_walk(actor_mooch, 160, 380, 3, "x", "up") |
575 |
cutscene_npc_walk(actor_ed, 160, 380, 3, "x", "right") |
576 |
cutscene_npc_walk(actor_moray, 160, 380, 3, "y", "left") |
577 |
break |
578 |
case 79: |
579 |
if cutscene_dialogue() |
580 |
instance_destroy(actor_clover) |
581 |
with (msg) |
582 |
{ |
583 |
message[0] = "* Here's your iron. Also,# I'll be needing those# glasses." |
584 |
prt[0] = 435 |
585 |
talker[0] = actor_ace |
586 |
} |
587 |
break |
588 |
case 80: |
589 |
cutscene_npc_walk(actor_ace, ((__view_get((0 << 0), 0)) - 20), actor_ace.y, 3, "x", "up") |
590 |
break |
591 |
case 81: |
592 |
cutscene_camera_move(520, 485, 3, false) |
593 |
break |
594 |
case 82: |
595 |
cutscene_audio_fade(cutscene_music, 0, 300, 0.35, false, true) |
596 |
break |
597 |
case 83: |
598 |
scr_cutscene_end() |
599 |
instance_destroy(actor_starlo) |
600 |
instance_destroy(actor_ed) |
601 |
instance_destroy(actor_moray) |
602 |
instance_destroy(actor_mooch) |
603 |
instance_destroy(actor_ace) |
604 |
__view_set((9 << 0), 0, 1031) |
605 |
global.dunes_flag[20] = 5 |
606 |
instance_destroy() |
607 |
instance_create(720, 380, obj_determination) |
608 |
audio_stop_sound(cutscene_music) |
609 |
scr_radio_restart() |
610 |
scr_radio_fadescr_radio_fadefunction scr_radio_fade(argument0, argument1) //gml_Script_scr_radio_fade
{
var fade_vol = argument0
var fade_len = argument1
with (obj_radio)
audio_sound_gain(current_song, fade_vol, fade_len)
} (1, 0) |
611 |
break |
612 |
} |