1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
cutscene_wait(3); |
7 |
break; |
8 |
case 1: |
9 |
cutscene_dialogue(); |
10 |
with (msg) |
11 |
{ |
12 |
text_speed = 0.5; |
13 |
talker[0] = 959; |
14 |
message[0] = "* This is the barrier."; |
15 |
message[1] = "* This is what keeps us trapped# underground."; |
16 |
message[2] = "* . . ."; |
17 |
} |
18 |
break; |
19 |
case 2: |
20 |
cutscene_wait(0.25); |
21 |
break; |
22 |
case 3: |
23 |
cutscene_npc_direction(959, "right"); |
24 |
break; |
25 |
case 4: |
26 |
cutscene_wait(0.25); |
27 |
break; |
28 |
case 5: |
29 |
cutscene_npc_direction(959, "down"); |
30 |
break; |
31 |
case 6: |
32 |
cutscene_wait(0.5); |
33 |
break; |
34 |
case 7: |
35 |
cutscene_dialogue(); |
36 |
with (msg) |
37 |
{ |
38 |
text_speed = 0.5; |
39 |
talker[0] = 959; |
40 |
message[0] = "* I feel it is important# I show you something."; |
41 |
prt[0] = 1803; |
42 |
} |
43 |
break; |
44 |
case 8: |
45 |
with (obj_barrier_container) |
46 |
image_speed = 1; |
47 |
audio_play_sound(snd_undertale_appear, 1, 0); |
48 |
cutscene_advance(); |
49 |
break; |
50 |
case 9: |
51 |
cutscene_wait(4); |
52 |
break; |
53 |
case 10: |
54 |
cutscene_npc_action_sprite(1168, 2751, 1, false); |
55 |
break; |
56 |
case 11: |
57 |
cutscene_wait(0.5); |
58 |
obj_player_npc.xstart = obj_player_npc.x; |
59 |
obj_player_npc.ystart = obj_player_npc.y; |
60 |
break; |
61 |
case 12: |
62 |
with (obj_player_npc) |
63 |
{ |
64 |
x = xstart; |
65 |
y = ystart; |
66 |
y += random_range(-0.3, 0.3); |
67 |
x += random_range(-0.3, 0.3); |
68 |
} |
69 |
if (cutscene_wait(1.5)) |
70 |
{ |
71 |
with (obj_player_npc) |
72 |
{ |
73 |
x = xstart; |
74 |
y = ystart; |
75 |
} |
76 |
} |
77 |
break; |
78 |
case 13: |
79 |
cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 634, 2); |
80 |
if (obj_player_npc.image_index >= 6) |
81 |
{ |
82 |
obj_player_npc.image_speed = 0; |
83 |
obj_player_npc.image_index = 6; |
84 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
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;
} (obj_radio.current_song, 1500); |
85 |
scene = 14; |
86 |
} |
87 |
break; |
88 |
case 14: |
89 |
cutscene_wait(2.5); |
90 |
break; |
91 |
case 15: |
92 |
cutscene_dialogue(); |
93 |
with (msg) |
94 |
{ |
95 |
text_speed = 0.5; |
96 |
talker[0] = 959; |
97 |
message[0] = "* How tense..."; |
98 |
message[1] = "* . . ."; |
99 |
message[2] = "* The feeling you are# experiencing at this# moment."; |
100 |
message[3] = "* I know it well."; |
101 |
message[4] = "* The world can be a# cruel place."; |
102 |
message[5] = "* It takes and gives as# it chooses."; |
103 |
message[6] = "* But..."; |
104 |
prt[0] = 1923; |
105 |
prt[1] = 1923; |
106 |
prt[2] = 3107; |
107 |
prt[3] = 3557; |
108 |
prt[4] = 3597; |
109 |
prt[5] = 3557; |
110 |
prt[6] = 1923; |
111 |
skippable = false; |
112 |
message_timer = 30; |
113 |
if (message_current == 4 && !audio_is_playing(mus_asgoreop)) |
114 |
audio_play_sound(mus_asgoreop, 1, 0); |
115 |
} |
116 |
break; |
117 |
case 16: |
118 |
cutscene_wait(2); |
119 |
break; |
120 |
case 17: |
121 |
cutscene_advance(); |
122 |
break; |
123 |
case 18: |
124 |
cutscene_dialogue(); |
125 |
with (msg) |
126 |
{ |
127 |
text_speed = 0.5; |
128 |
talker[0] = 959; |
129 |
message[0] = "* I suppose I have talked# long enough."; |
130 |
message[1] = "* . . ."; |
131 |
message[2] = "* I will make this quick."; |
132 |
message[3] = "* No need to worry."; |
133 |
prt[0] = 1923; |
134 |
prt[1] = 3597; |
135 |
prt[2] = 1703; |
136 |
prt[3] = 1703; |
137 |
skippable = false; |
138 |
message_timer = 35; |
139 |
} |
140 |
break; |
141 |
case 19: |
142 |
cutscene_wait(1); |
143 |
break; |
144 |
case 20: |
145 |
cutscene_battle_initiate("asgore", true, false); |
146 |
break; |
147 |
} |
148 |
depth = obj_pl.depth + 1; |