1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
cutscene_instance_position(1031, "x", ">", 2000); |
5 |
break; |
6 |
case 1: |
7 |
cutscene_initialize(); |
8 |
break; |
9 |
case 2: |
10 |
cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.25, false); |
11 |
case 3: |
12 |
cutscene_sfx_play(233, 1); |
13 |
break; |
14 |
case 4: |
15 |
cutscene_wait(2); |
16 |
break; |
17 |
case 5: |
18 |
cutscene_sfx_play(384, 1); |
19 |
break; |
20 |
case 6: |
21 |
cutscene_instance_create(2100, __view_get(e__VW.YView, 0), 1716); |
22 |
break; |
23 |
case 7: |
24 |
cutscene_wait(2); |
25 |
break; |
26 |
case 8: |
27 |
cutscene_instance_create(2100, 245, 1718); |
28 |
break; |
29 |
case 9: |
30 |
cutscene_npc_action_sprite(1718, 1037, 0.25, true, 0, 383, 2); |
31 |
if (cutscene_sfx_play_at_frame(1718, 8, 424)) |
32 |
scr_screenshakescr_screenshakefunction scr_screenshake(arg0, arg1)
{
if (instance_exists(obj_screenshake_player))
exit;
with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player))
{alarm[0]
intensity = arg1;
}
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (10, 3); |
33 |
break; |
34 |
case 10: |
35 |
cutscene_wait(2); |
36 |
break; |
37 |
case 11: |
38 |
cutscene_music_start(175); |
39 |
break; |
40 |
case 12: |
41 |
cutscene_npc_reset_sprite(1718, "left"); |
42 |
break; |
43 |
case 13: |
44 |
cutscene_dialogue(); |
45 |
with (msg) |
46 |
{ |
47 |
talker[0] = 1718; |
48 |
if (global.route != 3) |
49 |
{ |
50 |
message[0] = "* Halt!"; |
51 |
message[1] = "* I, El Bailador, have tasked# myself with confrontation!"; |
52 |
message[2] = "* The air is much too quiet!# Much too dreary!"; |
53 |
message[3] = "* You make no noise when you# move!"; |
54 |
message[4] = "* You lack RHYTHM! FEELING!# FERVOR!"; |
55 |
message[5] = "* If I did not know any better,# I might have mistaken you for# a Sentinel of Silence!"; |
56 |
message[6] = "* No no... this will not do!"; |
57 |
message[7] = "* You must prove to me that you# have what it takes!"; |
58 |
message[8] = "* What it takes to live a life# of richness!"; |
59 |
message[9] = "* I challenge you... to DANCE!"; |
60 |
if (message_current == 6) |
61 |
obj_dunes_26_bailador.npc_direction = "down"; |
62 |
else if (message_current == 9) |
63 |
obj_dunes_26_bailador.npc_direction = "left"; |
64 |
} |
65 |
else |
66 |
{ |
67 |
message[0] = "* Halt!"; |
68 |
message[1] = "* I, El Bailador, have tasked# myself with confrontation!"; |
69 |
message[2] = "* The air is much too quiet!# Much too dreary!"; |
70 |
message[3] = "* You make no noise when you# move!"; |
71 |
message[4] = "* And your eyes - they tell a# woeful tale!"; |
72 |
message[5] = "* No no... this will not do!"; |
73 |
message[6] = "* We must liven up this dismal# atmosphere!"; |
74 |
message[7] = "* It is time... to DANCE!"; |
75 |
if (message_current == 5) |
76 |
obj_dunes_26_bailador.npc_direction = "down"; |
77 |
else if (message_current == 7) |
78 |
obj_dunes_26_bailador.npc_direction = "left"; |
79 |
} |
80 |
} |
81 |
break; |
82 |
case 14: |
83 |
cutscene_sfx_play(384, 1); |
84 |
break; |
85 |
case 15: |
86 |
obj_shadow_master.reverse = false; |
87 |
cutscene_instance_create(obj_pl.x, __view_get(e__VW.YView, 0), 1716); |
88 |
break; |
89 |
case 16: |
90 |
cutscene_wait(1); |
91 |
break; |
92 |
case 17: |
93 |
cutscene_sfx_play(380, 1); |
94 |
break; |
95 |
case 18: |
96 |
cutscene_instance_create(obj_dunes_26_bailador.x, obj_dunes_26_bailador.y + 12, 1720); |
97 |
break; |
98 |
case 19: |
99 |
cutscene_instance_create(obj_pl.x, obj_dunes_26_bailador.y + 12, 1720); |
100 |
break; |
101 |
case 20: |
102 |
cutscene_wait(3); |
103 |
break; |
104 |
case 21: |
105 |
cutscene_dialogue(); |
106 |
with (msg) |
107 |
{ |
108 |
talker[0] = 1718; |
109 |
message[0] = "* To truly find oneself,# they must ignite a# passion within!"; |
110 |
message[1] = "* Let us duel!"; |
111 |
} |
112 |
break; |
113 |
case 22: |
114 |
cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false, true); |
115 |
break; |
116 |
case 23: |
117 |
cutscene_battle_initiate("el bailador", true, false); |
118 |
cutscene_advance(23.5); |
119 |
break; |
120 |
case 24: |
121 |
cutscene_wait(1); |
122 |
global.cutscene = true; |
123 |
break; |
124 |
case 25: |
125 |
cutscene_dialogue(); |
126 |
with (msg) |
127 |
{ |
128 |
talker[0] = 1718; |
129 |
if (global.dunes_flag[52] == 0) |
130 |
{ |
131 |
message[0] = "* Huff... huff..."; |
132 |
message[1] = "* You have proven your passion,# little one!"; |
133 |
message[2] = "* I apologize if the dance was# strenuous on your health!"; |
134 |
message[3] = "* Sometimes having fun means a# few doctor's visits!"; |
135 |
message[4] = "* However, it seems that you do# not love dance as much as I."; |
136 |
message[5] = "* Perhaps you find happiness# through other means?"; |
137 |
message[6] = "* I have never considered that# for quiet monsters such as# you."; |
138 |
message[7] = "* Ah, well, I at least hope# your day has been brightened!"; |
139 |
message[8] = "* I wish you a fulfilling# journey!"; |
140 |
message[9] = "* Farewell!"; |
141 |
} |
142 |
else |
143 |
{ |
144 |
message[0] = "* ..."; |
145 |
message[1] = "* Ahem."; |
146 |
message[2] = "* This is rather awkward..."; |
147 |
message[3] = "* ..."; |
148 |
message[4] = "* I am inclined to make my exit."; |
149 |
message[5] = "* Farewell."; |
150 |
} |
151 |
} |
152 |
break; |
153 |
case 26: |
154 |
cutscene_npc_action_sprite(1718, 1039, 0.25, true, 0, 383, 2); |
155 |
break; |
156 |
case 27: |
157 |
instance_destroy(obj_dunes_26_bailador); |
158 |
case 28: |
159 |
cutscene_wait(1); |
160 |
break; |
161 |
case 29: |
162 |
instance_destroy(obj_dunes_26_spotlight); |
163 |
cutscene_sfx_play(384, 1); |
164 |
break; |
165 |
case 30: |
166 |
global.dunes_flag[26] = 2; |
167 |
instance_destroy(); |
168 |
cutscene_end(); |
169 |
break; |
170 |
} |
171 |
|
172 |
enum e__VW |
173 |
{ |
174 |
XView, |
175 |
YView, |
176 |
WView, |
177 |
HView, |
178 |
Angle, |
179 |
HBorder, |
180 |
VBorder, |
181 |
HSpeed, |
182 |
VSpeed, |
183 |
Object, |
184 |
Visible, |
185 |
XPort, |
186 |
YPort, |
187 |
WPort, |
188 |
HPort, |
189 |
Camera, |
190 |
SurfaceID |
191 |
} |