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 instance_exists(obj_ceroba_npc) |
8 |
var actor_ceroba = obj_ceroba_npc |
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 2: |
19 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, 270, 3, "y", "down", "nothing", 640, 270, 720, 375) |
20 |
cutscene_advance() |
21 |
break |
22 |
case 3: |
23 |
cutscene_wait(0.5) |
24 |
break |
25 |
case 4: |
26 |
cutscene_fade_in(actor_clover, 2) |
27 |
break |
28 |
case 5: |
29 |
cutscene_npc_walk(actor_clover, actor_clover.x, 270, 3, "y", "down", "nothing", 640, 270, 700, 375) |
30 |
break |
31 |
case 6: |
32 |
cutscene_dialogue() |
33 |
with (msg) |
34 |
{ |
35 |
message[0] = "* Final call!" |
36 |
message[1] = "* Get on over here!" |
37 |
prt[0] = 417 |
38 |
prt[1] = 417 |
39 |
talker[0] = actor_starlo |
40 |
sndfnt = 107 |
41 |
} |
42 |
break |
43 |
case 7: |
44 |
cutscene_npc_walk(actor_ed, 680, 440, 3, "x", "up") |
45 |
cutscene_npc_walk(actor_ace, 760, 440, 3, "y", "up") |
46 |
cutscene_npc_walk(actor_moray, 640, 375, 3, "y", "right") |
47 |
cutscene_npc_walk(actor_mooch, 800, 375, 3, "x", "left") |
48 |
cutscene_advance() |
49 |
break |
50 |
case 8: |
51 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) |
52 |
cutscene_advance() |
53 |
break |
54 |
case 9: |
55 |
cutscene_dialogue() |
56 |
with (msg) |
57 |
{ |
58 |
message[0] = "* Are y'all ready?" |
59 |
sndfnt_array[0] = 107 |
60 |
talker[0] = actor_starlo |
61 |
message[1] = "* Actually, there's# something we wanted to# talk about." |
62 |
sndfnt_array[1] = 391 |
63 |
talker[1] = actor_moray |
64 |
message[2] = "* Yea. 'Bout the general# work environment." |
65 |
sndfnt_array[2] = 104 |
66 |
talker[2] = actor_ed |
67 |
message[3] = "* Maybe later. Let's keep# movin'!" |
68 |
sndfnt_array[3] = 107 |
69 |
talker[3] = actor_starlo |
70 |
message[4] = "* ..." |
71 |
sndfnt_array[4] = 391 |
72 |
talker[4] = actor_moray |
73 |
message[5] = "* So Clover! I actually# tricked ya." |
74 |
message[6] = "* There is no fourth# mission!" |
75 |
message[7] = "* Well, there used to be# but we cut it out of# the regiment." |
76 |
message[8] = "* Anyway! YOU PASSED# EVERYTHIN'!!" |
77 |
message[9] = "* You are now the proud# deputy of this fine# town!" |
78 |
sndfnt_array[5] = 107 |
79 |
talker[5] = actor_starlo |
80 |
message[10] = "* Wait! Deputy???" |
81 |
message[11] = "* I thought this was for# a normal spot on the# team!" |
82 |
sndfnt_array[10] = 105 |
83 |
talker[10] = actor_mooch |
84 |
message[12] = "* Clover is too special# and skilled for a# normal spot!" |
85 |
sndfnt_array[12] = 107 |
86 |
talker[12] = actor_starlo |
87 |
message[13] = "* Star, this is hardly# fair." |
88 |
sndfnt_array[13] = 106 |
89 |
talker[13] = actor_ace |
90 |
message[14] = "* Life ain't always fair# in the Wild East, bucko!" |
91 |
message[15] = "* They passed their# trainin' like anyone# else." |
92 |
sndfnt_array[14] = 107 |
93 |
talker[14] = actor_starlo |
94 |
message[16] = "* That was trainin'?" |
95 |
message[17] = "* We barely did anything!" |
96 |
message[18] = "* That last mission# especially was awful!" |
97 |
sndfnt_array[16] = 104 |
98 |
talker[16] = actor_ed |
99 |
message[19] = "* Calm down, will ya?" |
100 |
message[20] = "* Ye're killin' my good# mood!" |
101 |
message[21] = "* I have to run to the# Mines to get Clover's# badge made." |
102 |
message[22] = "* I was too busy with# everythin' that it# slipped my mind." |
103 |
message[23] = "* You five have fun!" |
104 |
message[24] = "* I'll be riiiight back!" |
105 |
sndfnt_array[19] = 107 |
106 |
talker[19] = actor_starlo |
107 |
prt[0] = 417 |
108 |
prt[1] = 449 |
109 |
prt[2] = 451 |
110 |
prt[3] = 407 |
111 |
prt[4] = 448 |
112 |
prt[5] = 417 |
113 |
prt[6] = 422 |
114 |
prt[7] = 421 |
115 |
prt[8] = 422 |
116 |
prt[9] = 417 |
117 |
prt[10] = 456 |
118 |
prt[11] = 460 |
119 |
prt[12] = 418 |
120 |
prt[13] = 435 |
121 |
prt[14] = 421 |
122 |
prt[15] = 419 |
123 |
prt[16] = 451 |
124 |
prt[17] = 453 |
125 |
prt[18] = 453 |
126 |
prt[19] = 403 |
127 |
prt[20] = 410 |
128 |
prt[21] = 421 |
129 |
prt[22] = 418 |
130 |
prt[23] = 417 |
131 |
prt[24] = 417 |
132 |
} |
133 |
break |
134 |
case 10: |
135 |
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, 500) |
136 |
cutscene_camera_freeze() |
137 |
break |
138 |
case 11: |
139 |
cutscene_wait(1) |
140 |
break |
141 |
case 12: |
142 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, 600, 3, "y", "down") |
143 |
break |
144 |
case 13: |
145 |
cutscene_wait(1) |
146 |
break |
147 |
case 14: |
148 |
cutscene_npc_walk(actor_ed, 690, 420, 3, "x", "up") |
149 |
cutscene_npc_walk(actor_ace, 730, 420, 3, "y", "up") |
150 |
cutscene_npc_walk(actor_moray, 660, 375, 3, "y", "right") |
151 |
cutscene_npc_walk(actor_mooch, 750, 375, 3, "x", "left") |
152 |
cutscene_advance() |
153 |
break |
154 |
case 15: |
155 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) |
156 |
cutscene_advance() |
157 |
break |
158 |
case 16: |
159 |
cutscene_dialogue() |
160 |
with (msg) |
161 |
{ |
162 |
message[0] = "* This is just peachy.# You gettin' this# attention n' all." |
163 |
message[1] = "* How come you waltz in# here and Star instantly# makes ya deputy?" |
164 |
prt[0] = 454 |
165 |
prt[1] = 453 |
166 |
sndfnt_array[0] = 104 |
167 |
talker[0] = actor_ed |
168 |
message[2] = "* We didn't get this kind# of treatment." |
169 |
message[3] = "* We had to go through# weeks of lasso lessons.# Lassons for short." |
170 |
prt[2] = 435 |
171 |
prt[3] = 435 |
172 |
sndfnt_array[2] = 106 |
173 |
talker[2] = actor_ace |
174 |
message[4] = "* For me to become part# of the team..." |
175 |
message[5] = "* Star made me walk# around with a snake in# my boot for a week!" |
176 |
message[6] = "* ...It was rubber but# the rashes it gave me# were unbearable!" |
177 |
prt[4] = 446 |
178 |
prt[5] = 448 |
179 |
prt[6] = 446 |
180 |
sndfnt_array[4] = 391 |
181 |
talker[4] = actor_moray |
182 |
message[7] = "* Yeah and he made me# pickpocket monsters by# the Oasis!" |
183 |
prt[7] = 455 |
184 |
sndfnt_array[7] = 105 |
185 |
talker[7] = actor_mooch |
186 |
} |
187 |
break |
188 |
case 17: |
189 |
cutscene_wait(1) |
190 |
break |
191 |
case 18: |
192 |
cutscene_dialogue() |
193 |
with (msg) |
194 |
{ |
195 |
message[0] = "* Star didn't make you do# that." |
196 |
prt[0] = 447 |
197 |
sndfnt_array[0] = 391 |
198 |
talker[0] = actor_moray |
199 |
message[1] = "* :)" |
200 |
prt[1] = 466 |
201 |
sndfnt_array[1] = 105 |
202 |
talker[1] = actor_mooch |
203 |
message[2] = "* Ya know what? This# ain't fair to any of us." |
204 |
message[3] = "* Clover needs a# challenge." |
205 |
message[4] = "* We need to see if# they're truly worthy of# joining our squad!" |
206 |
prt[2] = 453 |
207 |
prt[3] = 453 |
208 |
prt[4] = 451 |
209 |
sndfnt_array[2] = 104 |
210 |
talker[2] = actor_ed |
211 |
message[5] = "* Finally, some REAL# excitement!" |
212 |
prt[5] = 463 |
213 |
sndfnt_array[5] = 105 |
214 |
talker[5] = actor_mooch |
215 |
message[6] = "* Feisty Four! Here we# come!" |
216 |
prt[6] = 449 |
217 |
sndfnt_array[6] = 391 |
218 |
talker[6] = actor_moray |
219 |
} |
220 |
break |
221 |
case 19: |
222 |
cutscene_battle_initiate("feisty five", false, false) |
223 |
break |
224 |
case 20: |
225 |
global.dunes_flag[22] = 1 |
226 |
instance_destroy() |
227 |
break |
228 |
case 21: |
229 |
with (obj_radio) |
230 |
audio_stop_sound(current_song) |
231 |
cutscene_camera_freeze(720, 400) |
232 |
break |
233 |
case 22: |
234 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, 480, 4, "y", "up") |
235 |
break |
236 |
case 23: |
237 |
cutscene_dialogue() |
238 |
with (msg) |
239 |
{ |
240 |
message[0] = "* What in the actual# goshdarn tarnation is# happenin' here?" |
241 |
prt[0] = 403 |
242 |
sndfnt_array[0] = 107 |
243 |
talker[0] = actor_starlo |
244 |
position = 1 |
245 |
} |
246 |
break |
247 |
case 24: |
248 |
cutscene_npc_walk(actor_ed, 680, 420, 2, "y", "down") |
249 |
cutscene_npc_walk(actor_ace, 740, 420, 2, "y", "down") |
250 |
cutscene_npc_walk(actor_moray, 620, 420, 2, "x", "down") |
251 |
cutscene_npc_walk(actor_mooch, 780, 420, 2, "x", "down") |
252 |
cutscene_advance(25) |
253 |
break |
254 |
case 25: |
255 |
if cutscene_wait(2) |
256 |
{ |
257 |
cutscene_music_start(197) |
258 |
cutscene_advance(26) |
259 |
} |
260 |
break |
261 |
case 26: |
262 |
cutscene_dialogue() |
263 |
with (msg) |
264 |
{ |
265 |
color = true |
266 |
col_modif[0] = make_color_rgb(255, 206, 106) |
267 |
message[0] = "* We felt yer trainin'# was lackluster..." |
268 |
message[1] = "* ...So we gave Clover# a real challenge." |
269 |
sndfnt_array[0] = 104 |
270 |
talker[0] = actor_ed |
271 |
message[2] = "* I'm disappointed in you# four!" |
272 |
message[3] = "* Eight weeks of lassons# for this?" |
273 |
message[4] = "* I oughta lock you away# with Feathers!" |
274 |
sndfnt_array[2] = 107 |
275 |
talker[2] = actor_starlo |
276 |
message[5] = "* Star, what's going on?" |
277 |
message[6] = "* You've been... different." |
278 |
sndfnt_array[5] = 391 |
279 |
talker[5] = actor_moray |
280 |
message[7] = "* A real meanie!" |
281 |
sndfnt_array[7] = 105 |
282 |
talker[7] = actor_mooch |
283 |
message[8] = "* It's true. This hasn't# been any fun." |
284 |
sndfnt_array[8] = 106 |
285 |
talker[8] = actor_ace |
286 |
message[9] = "* W-what are y'all# blabbering about?" |
287 |
message[10] = "* This is the most alive# this town has ever been!" |
288 |
sndfnt_array[9] = 107 |
289 |
talker[9] = actor_starlo |
290 |
message[11] = "* Why's everythin' hav'ta# be a spectacle, huh?" |
291 |
message[12] = "* I miss the old North# Star; the fearless# leader!" |
292 |
message[13] = "* The monster who could# make their own fun in# the little things!" |
293 |
message[14] = "* This new Star is# selfish and reckless." |
294 |
message[15] = "* Or should I call you by# yer real name?" |
295 |
message[16] = "* Should I? Starlo?" |
296 |
message_col[16][0] = " Starlo " |
297 |
sndfnt_array[11] = 104 |
298 |
talker[11] = actor_ed |
299 |
message[17] = "* Why you..." |
300 |
sndfnt_array[17] = 107 |
301 |
talker[17] = actor_starlo |
302 |
position = 1 |
303 |
prt[0] = 453 |
304 |
prt[1] = 453 |
305 |
prt[2] = 410 |
306 |
prt[3] = 410 |
307 |
prt[4] = 421 |
308 |
prt[5] = 446 |
309 |
prt[6] = 446 |
310 |
prt[7] = 460 |
311 |
prt[8] = 439 |
312 |
prt[9] = 406 |
313 |
prt[10] = 406 |
314 |
prt[11] = 453 |
315 |
prt[12] = 451 |
316 |
prt[13] = 454 |
317 |
prt[14] = 453 |
318 |
prt[15] = 453 |
319 |
prt[16] = 453 |
320 |
prt[17] = 403 |
321 |
} |
322 |
break |
323 |
case 27: |
324 |
instance_create(640, 270, obj_ceroba_npc) |
325 |
cutscene_advance() |
326 |
break |
327 |
case 28: |
328 |
cutscene_npc_walk(actor_ceroba, 640, 350, 3, "y", "down") |
329 |
break |
330 |
case 29: |
331 |
cutscene_dialogue() |
332 |
with (msg) |
333 |
{ |
334 |
message[0] = "* What's with all the# shouting?" |
335 |
message[1] = "* What's happening?" |
336 |
sndfnt_array[0] = 108 |
337 |
position_array[0] = 0 |
338 |
position_array[1] = 0 |
339 |
talker[0] = actor_ceroba |
340 |
message[2] = "* It seems my posse don't# RESPECT me no more!" |
341 |
sndfnt_array[2] = 107 |
342 |
position_array[2] = 1 |
343 |
talker[2] = actor_starlo |
344 |
message[3] = "* It's not that." |
345 |
message[4] = "* We just want you to# take it down a notch." |
346 |
position_array[3] = 0 |
347 |
position_array[4] = 0 |
348 |
sndfnt_array[3] = 106 |
349 |
talker[3] = actor_ace |
350 |
message[5] = "* You can't just throw us# around for this human# business." |
351 |
message[6] = "* That isn't what friends# do, Star." |
352 |
position_array[5] = 0 |
353 |
position_array[6] = 0 |
354 |
sndfnt_array[5] = 391 |
355 |
talker[5] = actor_moray |
356 |
message[7] = "* ..." |
357 |
sndfnt_array[7] = 108 |
358 |
position_array[7] = 0 |
359 |
talker[7] = actor_ceroba |
360 |
message[8] = "* I know what all this is# about..." |
361 |
message[9] = "* Y'all are just FULL of# envy! Overflowin' with# it! " |
362 |
message[10] = "* Clover's shot circles# 'round you and you just# can't accept it!" |
363 |
sndfnt_array[8] = 107 |
364 |
position_array[8] = 1 |
365 |
position_array[9] = 1 |
366 |
position_array[10] = 1 |
367 |
talker[8] = actor_starlo |
368 |
message[11] = "* Clover has nothing to# do with this...# It's you." |
369 |
position_array[11] = 0 |
370 |
sndfnt_array[11] = 109 |
371 |
talker[11] = actor_moray |
372 |
message[12] = "* No, Star's totally# right!" |
373 |
message[13] = "* Clover's \"super# skilled\" at everythin'!" |
374 |
message[14] = "* In fact, I think they# could carry the whole# squad on their own!" |
375 |
message[15] = "* Who needs us when you# got a powerhouse# \"deputy\"?" |
376 |
position_array[12] = 0 |
377 |
position_array[13] = 0 |
378 |
position_array[14] = 0 |
379 |
position_array[15] = 0 |
380 |
sndfnt_array[12] = 104 |
381 |
talker[12] = actor_ed |
382 |
message[16] = "* What'r you sayin'?" |
383 |
position_array[16] = 1 |
384 |
sndfnt_array[16] = 107 |
385 |
talker[16] = actor_starlo |
386 |
message[17] = "* I'm sayin' that I'm# done." |
387 |
message[18] = "* I resign from the# Feisty Five, okay?" |
388 |
position_array[17] = 1 |
389 |
position_array[18] = 1 |
390 |
sndfnt_array[17] = 104 |
391 |
talker[17] = actor_ed |
392 |
message[19] = "* Really now?" |
393 |
message[20] = "* It'll still be the# Feisty Five without ya# so go ahead." |
394 |
position_array[19] = 1 |
395 |
position_array[20] = 1 |
396 |
sndfnt_array[19] = 107 |
397 |
talker[19] = actor_starlo |
398 |
prt[0] = 370 |
399 |
prt[1] = 370 |
400 |
prt[2] = 410 |
401 |
prt[3] = 437 |
402 |
prt[4] = 435 |
403 |
prt[5] = 448 |
404 |
prt[6] = 446 |
405 |
prt[7] = 394 |
406 |
prt[8] = 416 |
407 |
prt[9] = 403 |
408 |
prt[10] = 403 |
409 |
prt[11] = 448 |
410 |
prt[12] = 451 |
411 |
prt[13] = 451 |
412 |
prt[14] = 454 |
413 |
prt[15] = 453 |
414 |
prt[16] = 418 |
415 |
prt[17] = 453 |
416 |
prt[18] = 453 |
417 |
prt[19] = 416 |
418 |
prt[20] = 416 |
419 |
} |
420 |
break |
421 |
case 30: |
422 |
cutscene_npc_walk(actor_ed, actor_ed.x, 620, 3, "x", "down") |
423 |
break |
424 |
case 31: |
425 |
cutscene_wait(0.5) |
426 |
break |
427 |
case 32: |
428 |
cutscene_dialogue() |
429 |
with (msg) |
430 |
{ |
431 |
message[0] = "* I-I'm leaving too." |
432 |
message[1] = "* I don't wanna work# under a big-headed# sheriff." |
433 |
prt[0] = 460 |
434 |
prt[1] = 460 |
435 |
sndfnt_array[0] = 105 |
436 |
talker[0] = actor_mooch |
437 |
position = 1 |
438 |
} |
439 |
break |
440 |
case 33: |
441 |
cutscene_npc_walk(actor_mooch, actor_mooch.x, 620, 4, "y", "down") |
442 |
break |
443 |
case 34: |
444 |
cutscene_wait(0.5) |
445 |
break |
446 |
case 35: |
447 |
cutscene_dialogue() |
448 |
with (msg) |
449 |
{ |
450 |
message[0] = "* Seems like life dealt# you a bad hand, Star." |
451 |
message[1] = "* I'm following them." |
452 |
prt[0] = 439 |
453 |
prt[1] = 437 |
454 |
sndfnt_array[0] = 106 |
455 |
talker[0] = actor_ace |
456 |
position = 1 |
457 |
} |
458 |
break |
459 |
case 36: |
460 |
cutscene_npc_walk(actor_ace, actor_ace.x, 620, 3, "y", "down") |
461 |
break |
462 |
case 37: |
463 |
cutscene_wait(0.5) |
464 |
break |
465 |
case 38: |
466 |
cutscene_dialogue() |
467 |
with (msg) |
468 |
{ |
469 |
message[0] = "* Sorry, Star..." |
470 |
message[1] = "* Please work on yourself." |
471 |
message[2] = "* Forgiveness is only one# apology away." |
472 |
prt[0] = 446 |
473 |
prt[1] = 446 |
474 |
prt[2] = 446 |
475 |
sndfnt_array[0] = 391 |
476 |
talker[0] = actor_moray |
477 |
position = 1 |
478 |
} |
479 |
break |
480 |
case 39: |
481 |
cutscene_npc_walk(actor_moray, actor_moray.x, 620, 3, "y", "down") |
482 |
break |
483 |
case 40: |
484 |
cutscene_npc_direction(actor_starlo, "down") |
485 |
break |
486 |
case 41: |
487 |
cutscene_wait(0.5) |
488 |
break |
489 |
case 42: |
490 |
cutscene_npc_walk(actor_starlo, actor_starlo.x, 440, 3, "y", "down") |
491 |
break |
492 |
case 43: |
493 |
cutscene_dialogue() |
494 |
with (msg) |
495 |
{ |
496 |
message[0] = "* Fine! I was considerin'# firin' y'all anyway!" |
497 |
message[1] = "* Ceroba, you understand,# right?" |
498 |
message[2] = "* They're bein'# ridiculous!" |
499 |
prt[0] = 403 |
500 |
prt[1] = 416 |
501 |
prt[2] = 416 |
502 |
sndfnt_array[0] = 107 |
503 |
talker[0] = actor_starlo |
504 |
position = 1 |
505 |
if (message_current == 1) |
506 |
actor_starlo.npc_direction = "up" |
507 |
} |
508 |
break |
509 |
case 44: |
510 |
cutscene_npc_walk(actor_ceroba, 660, 400, 1, "y", "down") |
511 |
break |
512 |
case 45: |
513 |
cutscene_wait(0.5) |
514 |
break |
515 |
case 46: |
516 |
cutscene_dialogue() |
517 |
with (msg) |
518 |
{ |
519 |
message[0] = "* Starlo..." |
520 |
message[1] = "* They're right." |
521 |
message[2] = "* You HAVE changed a lot# from the monster I once# knew." |
522 |
message[3] = "* I tried to brush it off# as you having fun at# first but..." |
523 |
message[4] = "* This Wild East thing# has damaged your# personality." |
524 |
message[5] = "* I want to see the real# Starlo." |
525 |
prt[0] = 370 |
526 |
prt[1] = 394 |
527 |
prt[2] = 370 |
528 |
prt[3] = 394 |
529 |
prt[4] = 394 |
530 |
prt[5] = 370 |
531 |
sndfnt_array[0] = 108 |
532 |
position_array[0] = 0 |
533 |
talker[0] = actor_ceroba |
534 |
message[6] = "* ..." |
535 |
message[7] = "* That's North Star to# you." |
536 |
prt[6] = 416 |
537 |
prt[7] = 416 |
538 |
sndfnt_array[6] = 107 |
539 |
position_array[6] = 0 |
540 |
talker[6] = actor_starlo |
541 |
message[8] = "* ..." |
542 |
prt[8] = 394 |
543 |
sndfnt_array[8] = 108 |
544 |
position_array[8] = 0 |
545 |
talker[8] = actor_ceroba |
546 |
} |
547 |
break |
548 |
case 47: |
549 |
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) |
550 |
cutscene_npc_walk(actor_ceroba, actor_ceroba.x, 620, 2, "x", "down") |
551 |
break |
552 |
case 48: |
553 |
cutscene_wait(2) |
554 |
break |
555 |
case 49: |
556 |
cutscene_npc_direction(actor_starlo, "down") |
557 |
break |
558 |
case 50: |
559 |
cutscene_dialogue() |
560 |
with (msg) |
561 |
{ |
562 |
message[0] = "* Well..." |
563 |
message[1] = "* Everyone is gone." |
564 |
message[2] = "* I got no posse... No# friends..." |
565 |
message[3] = "* I..." |
566 |
message[4] = "* I need to think." |
567 |
message[5] = "* I can fix this." |
568 |
prt[0] = 410 |
569 |
prt[1] = 416 |
570 |
prt[2] = 416 |
571 |
prt[3] = 416 |
572 |
prt[4] = 410 |
573 |
prt[5] = 410 |
574 |
sndfnt_array[0] = 107 |
575 |
talker[0] = actor_starlo |
576 |
position = 1 |
577 |
} |
578 |
break |
579 |
case 51: |
580 |
cutscene_npc_walk(actor_starlo, 1020, actor_starlo.y, 4, "x", "right") |
581 |
break |
582 |
case 52: |
583 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 2) |
584 |
break |
585 |
case 53: |
586 |
cutscene_wait(1) |
587 |
break |
588 |
case 54: |
589 |
global.dunes_flag[20] = 9 |
590 |
instance_destroy(actor_starlo) |
591 |
instance_destroy(actor_ed) |
592 |
instance_destroy(actor_ace) |
593 |
instance_destroy(actor_moray) |
594 |
instance_destroy(actor_mooch) |
595 |
instance_destroy(actor_ceroba) |
596 |
instance_destroy(actor_clover) |
597 |
instance_destroy() |
598 |
instance_create(720, 380, obj_determination) |
599 |
__view_set((9 << 0), 0, 1031) |
600 |
obj_radio.bgm = 542 |
601 |
scr_radio_restart() |
602 |
scr_cutscene_end() |
603 |
break |
604 |
} |