1 |
var actor_crestina = 769; |
2 |
var actor_dad = 371; |
3 |
var actor_orion = 553; |
4 |
var actor_ceroba = 1161; |
5 |
switch (scene) |
6 |
{ |
7 |
case 0: |
8 |
scr_cutscene_start(); |
9 |
audio_sound_gain(obj_radio.current_song, 0, 750); |
10 |
cutscene_wait(1); |
11 |
break; |
12 |
case 1: |
13 |
cutscene_dialogue(); |
14 |
with (msg) |
15 |
{ |
16 |
position = 0; |
17 |
talker[0] = actor_dad; |
18 |
talker[1] = actor_crestina; |
19 |
talker[2] = 1161; |
20 |
talker[4] = actor_orion; |
21 |
talker[5] = actor_crestina; |
22 |
talker[6] = actor_orion; |
23 |
talker[7] = actor_dad; |
24 |
talker[8] = actor_crestina; |
25 |
talker[9] = 1161; |
26 |
talker[11] = actor_dad; |
27 |
sndfnt_array[0] = 391; |
28 |
sndfnt_array[1] = 391; |
29 |
sndfnt_array[2] = 108; |
30 |
sndfnt_array[3] = 108; |
31 |
sndfnt_array[4] = 391; |
32 |
sndfnt_array[5] = 391; |
33 |
sndfnt_array[6] = 391; |
34 |
sndfnt_array[7] = 391; |
35 |
sndfnt_array[8] = 391; |
36 |
sndfnt_array[9] = 108; |
37 |
sndfnt_array[10] = 108; |
38 |
sndfnt_array[11] = 391; |
39 |
message[0] = "* So you can't find Starlo# anywhere?"; |
40 |
message[1] = "* That isn't like him at all!"; |
41 |
message[2] = "* I was hoping he was# here, hiding in his room# or something.\t"; |
42 |
message[3] = "* Now... I have no idea."; |
43 |
message[4] = "* Maybe he ran away? His empire# did just crumble beneath him."; |
44 |
message[5] = "* Where though? The path he took# only leads to the Steamworks# gate."; |
45 |
message[6] = "* Do you think he... jumped the# fence?"; |
46 |
message[7] = "* There's no way! He can't do# that! There's nothin' out# there!"; |
47 |
message[8] = "* Was he ever one to stick to# the rules though? He# might've..."; |
48 |
message[9] = "* It's okay, stay calm. We# haven't exhausted our# options yet.\t"; |
49 |
message[10] = "* I'm sure he'll return# soon. He's too much of# a softy at heart."; |
50 |
message[11] = "* I hope you're right..."; |
51 |
prt[2] = 394; |
52 |
prt[3] = 394; |
53 |
prt[9] = 370; |
54 |
prt[10] = 394; |
55 |
} |
56 |
break; |
57 |
case 2: |
58 |
cutscene_wait(0.25); |
59 |
break; |
60 |
case 3: |
61 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
62 |
cutscene_advance(); |
63 |
break; |
64 |
case 4: |
65 |
cutscene_npc_walk(actor_ceroba, 100, actor_ceroba.y, 2, "x", "down"); |
66 |
break; |
67 |
case 5: |
68 |
cutscene_wait(0.25); |
69 |
break; |
70 |
case 6: |
71 |
cutscene_npc_walk(1168, 162, 162, 3, "y", "left"); |
72 |
break; |
73 |
case 7: |
74 |
cutscene_npc_walk(actor_ceroba, 100, 200, 2, "y", "down"); |
75 |
break; |
76 |
case 8: |
77 |
if (actor_ceroba.image_alpha > 0) |
78 |
{ |
79 |
actor_ceroba.image_alpha -= 0.1; |
80 |
} |
81 |
else |
82 |
{ |
83 |
instance_destroy(actor_ceroba); |
84 |
cutscene_advance(); |
85 |
} |
86 |
break; |
87 |
case 9: |
88 |
instance_destroy(actor_ceroba); |
89 |
instance_destroy(obj_player_npc); |
90 |
cutscene_advance(); |
91 |
break; |
92 |
case 10: |
93 |
global.dunes_flag[36] = 1; |
94 |
audio_sound_gain(obj_radio.current_song, 1, 500); |
95 |
cutscene_end(); |
96 |
break; |
97 |
} |