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gml_Object_obj_dunes_43_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
1
var actor_ceroba = 1161;
2
var actor_starlo = 1169;
3
var actor_clover = 1168;
4
switch (scene)
5
{
6
    case 0:
7
        if (obj_pl.y < 280)
8
        {
9
            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
10
            cutscene_advance();
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        }
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        break;
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    case 1:
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        cutscene_wait(0.5);
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        break;
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    case 2:
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        cutscene_npc_direction(actor_starlo, "down");
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        break;
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    case 3:
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        cutscene_dialogue();
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        with (msg)
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        {
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            color = true;
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            col_modif[0] = 16711935;
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            talker[0] = actor_starlo;
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            message[0] = "* There you are!";
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            message[1] = "* I was about to come#  looking for you.";
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            message[2] = "* So... The Steamworks.";
29
            message_col[2][0] = "        The Steamworks ";
30
            prt[0] = 417;
31
            prt[1] = 417;
32
            prt[2] = 421;
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        }
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        break;
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    case 4:
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        cutscene_npc_direction(actor_starlo, "up");
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        break;
38
    case 5:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
41
    case 6:
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        cutscene_npc_walk(actor_clover, 220, 205, 3, "y", "up");
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        break;
44
    case 7:
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        cutscene_camera_move(220, 160, 1, false);
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        break;
47
    case 8:
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        cutscene_wait(1);
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        break;
50
    case 9:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_starlo;
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            message[0] = "* May I ask why we are#  here?";
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            prt[0] = 421;
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        }
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        break;
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    case 10:
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        cutscene_npc_direction(actor_ceroba, "down");
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        break;
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    case 11:
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        cutscene_wait(0.5);
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        break;
65
    case 12:
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        cutscene_npc_action_sprite(actor_ceroba, 73, 1/3, true, 0);
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        break;
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    case 13:
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        cutscene_music_start(191, 600);
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        break;
71
    case 14:
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        cutscene_dialogue();
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        with (msg)
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        {
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            color = true;
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            col_modif[0] = make_color_rgb(203, 67, 112);
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            talker[0] = actor_ceroba;
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            talker[1] = actor_starlo;
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            talker[2] = actor_ceroba;
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            message[0] = "* Because of this.";
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            message[1] = "* The mask Kanako made#  for you...";
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            message_col[1][0] = "           Kanako                  ";
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            message[2] = "* Yes.";
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            prt[0] = 370;
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            prt[1] = 420;
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            prt[2] = 377;
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        }
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        break;
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    case 15:
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        cutscene_npc_action_sprite_reverse(actor_ceroba, 73, 1/3, false, 0);
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        break;
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    case 16:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_ceroba;
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            message[0] = "* You see, Clover, Kanako#  is me and Chujin's only#  child.";
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            message[1] = "* You haven't seen her#  around because she...";
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            prt[0] = 370;
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            prt[1] = 394;
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        }
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        break;
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    case 17:
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        cutscene_wait(0.35);
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        break;
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    case 18:
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        cutscene_npc_walk_relative(actor_starlo, 0, -30, 1, "y", "right");
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        break;
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    case 19:
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        cutscene_wait(0.5);
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        break;
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    case 20:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_starlo;
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            talker[2] = actor_ceroba;
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            talker[4] = actor_starlo;
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            talker[5] = actor_ceroba;
120
            message[0] = "* Hey, everything will#  be okay.";
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            message[1] = "* I know how tough you#  are. You can move past#  this, I'm positive.";
122
            message[2] = "* There's no need,#  because she's alive.";
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            message[3] = "* I feel her presence as#  we speak.";
124
            message[4] = "* The Lab...";
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            message[5] = "* Precisely.";
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            message[6] = "* Clover, you may not#  know this, but there is#  a Lab in Hotland.";
127
            message[7] = "* An inquiry for the#  \"fallen down\" was sent#  out some time ago.";
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            message[8] = "* I didn't know what#  else to do...";
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            message[9] = "* In my time of despair,#  I sent Kanako with them.";
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            message[10] = "* It's been far too#  long and I haven't#  heard anything.";
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            message[11] = "* I must travel to the#  Lab to find out where#  my daughter is.";
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            prt[0] = 406;
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            prt[1] = 406;
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            prt[2] = 370;
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            prt[3] = 371;
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            prt[4] = 418;
137
            prt[5] = 377;
138
            prt[6] = 370;
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            prt[7] = 377;
140
            prt[8] = 394;
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            prt[9] = 370;
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            prt[10] = 394;
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            prt[11] = 370;
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            if (message_current == 2)
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                actor_ceroba.npc_direction = "left";
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            if (message_current == 6)
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                actor_ceroba.npc_direction = "down";
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        }
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        break;
150
    case 21:
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        cutscene_wait(0.5);
152
        break;
153
    case 22:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false, true);
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        break;
156
    case 23:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_starlo;
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            message[0] = "* I'm proud of you,#  Ceroba. Stepping out and#  taking charge.";
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            message[1] = "* You've been in a rut#  lately. It was tough#  to watch.";
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            prt[0] = 417;
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            prt[1] = 420;
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        }
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        break;
167
    case 24:
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        cutscene_wait(0.2);
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        break;
170
    case 25:
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        cutscene_npc_direction(actor_ceroba, "up");
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        break;
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    case 26:
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        cutscene_wait(0.35);
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        break;
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    case 27:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_ceroba;
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            message[0] = "* ...";
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            prt[0] = 394;
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        }
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        break;
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    case 28:
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        cutscene_wait(0.45);
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        break;
188
    case 29:
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        cutscene_dialogue();
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        with (msg)
191
        {
192
            talker[0] = actor_starlo;
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            message[0] = "* S-so, why travel#  through the Steamworks#  particularly?";
194
            prt[0] = 428;
195
        }
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        break;
197
    case 30:
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        cutscene_npc_direction(actor_ceroba, "down");
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        break;
200
    case 31:
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        cutscene_music_start(190);
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        break;
203
    case 32:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_ceroba;
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            talker[3] = actor_starlo;
209
            talker[5] = actor_ceroba;
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            talker[8] = actor_starlo;
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            talker[9] = actor_ceroba;
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            talker[11] = actor_starlo;
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            talker[12] = actor_ceroba;
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            message[0] = "* It's the quickest route#  to Hotland from here.";
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            message[1] = "* Nothing but abandoned#  rooms as far as I know.";
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            message[2] = "* I have Chujin's old#  passcodes for any#  locked doors as well.";
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            message[3] = "* Solid plan.";
218
            message[4] = "* If you need me, I would#  be happy to accompany#  you!";
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            message[5] = "* I don't know how ugly#  things at the Lab may#  get.";
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            message[6] = "* You need to stay here#  and take care of the#  town.";
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            message[7] = "* ...I believe you owe#  your posse an#  apology.";
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            message[8] = "* You're right...";
223
            message[9] = "* I'll take Clover with#  me.";
224
            message[10] = "* They've proven to be#  skilled on several#  fronts.";
225
            message[11] = "* An excellent choice. I#  trust Clover to deliver#  justice out there!";
226
            message[12] = "* Alright, we've#  discussed enough. Let's#  get moving.";
227
            prt[0] = 370;
228
            prt[1] = 377;
229
            prt[2] = 370;
230
            prt[3] = 417;
231
            prt[4] = 422;
232
            prt[5] = 377;
233
            prt[6] = 370;
234
            prt[7] = 371;
235
            prt[8] = 406;
236
            prt[9] = 377;
237
            prt[10] = 372;
238
            prt[11] = 422;
239
            prt[12] = 377;
240
        }
241
        break;
242
    case 33:
243
        cutscene_npc_walk_relative(actor_starlo, 0, 30, 2, "y", "up");
244
        break;
245
    case 34:
246
        cutscene_npc_walk(actor_ceroba, 146, 148, 2, "x", "up");
247
        break;
248
    case 35:
249
        cutscene_wait(0.5);
250
        break;
251
    case 36:
252
        cutscene_sfx_play(273, 1);
253
        break;
254
    case 37:
255
        cutscene_wait(1.5);
256
        break;
257
    case 38:
258
        cutscene_sfx_play(270, 2);
259
        cutscene_npc_direction(actor_ceroba, "right");
260
        cutscene_advance(39);
261
        break;
262
    case 39:
263
        cutscene_screenshake(1, 2);
264
        break;
265
    case 40:
266
        cutscene_action_sprite(1958, 1105, 1/3, true, 0, 631, 0);
267
        break;
268
    case 41:
269
        cutscene_wait(1);
270
        break;
271
    case 42:
272
        cutscene_npc_direction(actor_ceroba, "down");
273
        break;
274
    case 43:
275
        cutscene_dialogue();
276
        with (msg)
277
        {
278
            talker[0] = actor_ceroba;
279
            message[0] = "* I'll see you later,#  Starlo.";
280
            message[1] = "* Whatever happens,#  remember that this is#  for Chujin's legacy.";
281
            prt[0] = 377;
282
            prt[1] = 370;
283
        }
284
        break;
285
    case 44:
286
        cutscene_audio_fade(cutscene_music, 0, 1000, 0.2, false, true);
287
        break;
288
    case 45:
289
        cutscene_npc_walk(actor_ceroba, 220, 140, 2, "x", "up");
290
        break;
291
    case 46:
292
        cutscene_fade_out(actor_ceroba, 1);
293
        break;
294
    case 47:
295
        cutscene_wait(1.5);
296
        break;
297
    case 48:
298
        cutscene_npc_walk(actor_clover, actor_clover.x, 185, 1, "y", "up");
299
        break;
300
    case 49:
301
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200);
302
    case 50:
303
        cutscene_dialogue();
304
        with (msg)
305
        {
306
            talker[0] = actor_starlo;
307
            message[0] = "* Oh! Clover! Before you#  go, I forgot to give you#  this.";
308
            prt[0] = 404;
309
        }
310
        break;
311
    case 51:
312
        cutscene_npc_walk(actor_starlo, actor_clover.x, actor_clover.y - 30, 3, "y", "down");
313
        break;
314
    case 52:
315
        cutscene_sfx_play(378, 1);
316
        break;
317
    case 53:
318
        cutscene_dialogue();
319
        with (msg)
320
        {
321
            talker[0] = -4;
322
            talker[1] = 1169;
323
            sndfnt_array[0] = 391;
324
            sndfnt_array[1] = 107;
325
            message[0] = "* (You got the Deputy#  Badge!)";
326
            message[1] = "* Despite a few hiccups,#  our little adventure was#  a blast.";
327
            message[2] = "* I'll be seein' ya#  around, partner!";
328
            prt[1] = 417;
329
            prt[2] = 422;
330
        }
331
        break;
332
    case 54:
333
        cutscene_npc_action_sprite(actor_starlo, 202, 1/3, true, 0, 232, 5);
334
        break;
335
    case 55:
336
        cutscene_wait(1);
337
        break;
338
    case 56:
339
        cutscene_npc_action_sprite(actor_clover, 1106, 1/3, true, 0, 275, 6);
340
        break;
341
    case 57:
342
        cutscene_wait(1);
343
        break;
344
    case 58:
345
        cutscene_dialogue();
346
        with (msg)
347
        {
348
            talker[0] = 1169;
349
            message[0] = "* I'm so proud!";
350
            prt[0] = 413;
351
        }
352
        break;
353
    case 59:
354
        cutscene_wait(1);
355
        break;
356
    case 60:
357
        cutscene_npc_reset_sprite(actor_starlo, "down");
358
        break;
359
    case 61:
360
        cutscene_npc_reset_sprite(actor_clover, "up");
361
        break;
362
    case 62:
363
        cutscene_npc_walk_relative(actor_starlo, -30, 30, 2, "x", "up");
364
        break;
365
    case 63:
366
        cutscene_npc_walk(actor_clover, 220, 140, 2, "x", "up");
367
        break;
368
    case 64:
369
        cutscene_fade_out(actor_clover, 1);
370
        break;
371
    case 65:
372
        cutscene_change_room(141, 160, 520, 0.015, 45);
373
        break;
374
    case 66:
375
        obj_pl.image_alpha = 1;
376
        obj_pl.direction = 90;
377
        cutscene_instance_create(160, 440, 1161);
378
        actor_ceroba.npc_direction = "up";
379
        break;
380
    case 67:
381
        cutscene_wait(1);
382
        break;
383
    case 68:
384
        cutscene_sfx_play(270, 1);
385
        break;
386
    case 69:
387
        cutscene_screenshake(0.5, 2);
388
        break;
389
    case 70:
390
        cutscene_wait(1);
391
        break;
392
    case 71:
393
        cutscene_npc_direction(actor_ceroba, "down");
394
        break;
395
    case 72:
396
        cutscene_dialogue();
397
        with (msg)
398
        {
399
            talker[0] = actor_ceroba;
400
            message[0] = "* Remember, I'm in#  charge.";
401
            message[1] = "* Stay close by and we'll#  reach our destination#  soon.";
402
            prt[0] = 370;
403
            prt[1] = 370;
404
        }
405
        break;
406
    case 73:
407
        cutscene_npc_walk_relative(actor_ceroba, 0, -40, 2, "y", "up");
408
        break;
409
    case 74:
410
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
411
        cutscene_advance();
412
        global.dunes_flag[35] = 1;
413
        break;
414
    case 75:
415
        cutscene_npc_walk_wait(actor_ceroba, actor_ceroba.x, -40, 4, "y", "left");
416
        break;
417
    case 76:
418
        cutscene_end();
419
        break;
420
}