1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
overlay_image_index += 0.3; |
4 |
if (overlay_image_index > 27) |
5 |
overlay_image_index -= 27; |
6 |
switch (scene) |
7 |
{ |
8 |
case 0: |
9 |
scene_change = true; |
10 |
break; |
11 |
case 1: |
12 |
cutscene_music_start(589); |
13 |
break; |
14 |
case 2: |
15 |
sprite_index = spr_chujin_default_idle; |
16 |
cutscene_wait(3); |
17 |
break; |
18 |
case 3: |
19 |
cutscene_dialogue_chujin(); |
20 |
with (msg) |
21 |
{ |
22 |
message[0] = " This is Chujin."; |
23 |
message[1] = " I messed up, miscalculated,# something."; |
24 |
message[2] = " Axis... Axis is dangerous."; |
25 |
message[3] = " I must have overshot the variables,# all I wanted was apprehension."; |
26 |
message[4] = " ..."; |
27 |
message[5] = " The human who almost hurt my# child, I told Axis to track# them down."; |
28 |
message[6] = "I know I should've stayed to comfort#Kanako and tend to the resident who#was hurt but..."; |
29 |
message[7] = " ...I had a tool that could stop# the human's crusade, so I tried."; |
30 |
message[8] = " ...In a flash, Axis left me.# Bolted for Waterfall."; |
31 |
message[9] = " By the time I tracked him down...# it was too late."; |
32 |
message[10] = " I'll never forget the scene laid# before me. "; |
33 |
message[11] = " Part of me wanted to quit# everything that instant but... "; |
34 |
message[12] = " ...This outcome was earned,# was it not?"; |
35 |
message[13] = " ..."; |
36 |
message[14] = " Axis soon contained the subject# and... hid the evidence."; |
37 |
message[15] = "There was some property damage but#I'm sure it won't come back to me...#I hope."; |
38 |
message[16] = " In any case... I now have a# human SOUL in my possession."; |
39 |
message[17] = "I do not know exactly what I should#do with it but the power that rests#within it is..."; |
40 |
message[18] = " Well, let's just say I'm not# donating it to Asgore like all# the others. Not yet."; |
41 |
message[19] = " As for Axis, today's actions were# excessive, but the potential# is astounding."; |
42 |
message[20] = " With more work, Axis can be the# future, I'm sure of it."; |
43 |
message[21] = " Anyway, I need to sleep."; |
44 |
message[22] = " Though something tells me that# will be difficult to do for a# while."; |
45 |
prt[0] = 3563; |
46 |
prt[1] = 3392; |
47 |
prt[2] = 2129; |
48 |
prt[3] = 629; |
49 |
prt[4] = 629; |
50 |
prt[5] = 908; |
51 |
prt[6] = 3392; |
52 |
prt[7] = 908; |
53 |
prt[8] = 3414; |
54 |
prt[9] = 3414; |
55 |
prt[10] = 2782; |
56 |
prt[11] = 2782; |
57 |
prt[12] = 3194; |
58 |
prt[13] = 2782; |
59 |
prt[14] = 3414; |
60 |
prt[15] = 908; |
61 |
prt[16] = 3563; |
62 |
prt[17] = 3392; |
63 |
prt[18] = 2129; |
64 |
prt[19] = 3563; |
65 |
prt[20] = 908; |
66 |
prt[21] = 3392; |
67 |
prt[22] = 908; |
68 |
if (message_current == 21) |
69 |
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;
} (589, 1500); |
70 |
} |
71 |
break; |
72 |
case 4: |
73 |
scene_change = true; |
74 |
break; |
75 |
case 6: |
76 |
audio_play_sound(snd_electric_flash, 1, 0); |
77 |
overlay_alpha += 0.35; |
78 |
scene++; |
79 |
audio_effect_create(AudioEffectType.Reverb1); |
80 |
break; |
81 |
case 5: |
82 |
case 7: |
83 |
cutscene_wait(0.6); |
84 |
break; |
85 |
case 8: |
86 |
audio_play_sound(snd_f_noise, 1, 1); |
87 |
audio_sound_gain(snd_f_noise, 0, 0); |
88 |
audio_sound_gain(snd_f_noise, 1, 2500); |
89 |
scene++; |
90 |
break; |
91 |
case 9: |
92 |
if (overlay_alpha < 1) |
93 |
overlay_alpha += 0.03; |
94 |
else |
95 |
cutscene_wait(4); |
96 |
break; |
97 |
case 10: |
98 |
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;
} (cutscene_music, 1500); |
99 |
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;
} (633, 2500); |
100 |
cutscene_advance(); |
101 |
break; |
102 |
case 11: |
103 |
image_alpha = 0; |
104 |
if (overlay_alpha > 0) |
105 |
overlay_alpha -= 0.05; |
106 |
else |
107 |
scene++; |
108 |
break; |
109 |
case 12: |
110 |
cutscene_wait(2); |
111 |
break; |
112 |
case 13: |
113 |
cutscene_end(); |
114 |
instance_destroy(); |
115 |
break; |
116 |
} |
117 |
if (scene_change == true) |
118 |
{ |
119 |
if (sprite_index != spr_chujin_tapes_static) |
120 |
{ |
121 |
audio_play_sound(snd_f_noise, 1, 1); |
122 |
sprite_index = spr_chujin_tapes_static; |
123 |
image_index = 0; |
124 |
} |
125 |
if (scene_change_timer > 0) |
126 |
{ |
127 |
scene_change_timer -= 1; |
128 |
} |
129 |
else |
130 |
{ |
131 |
scene_change = false; |
132 |
scene_change_timer = scene_change_timer_max; |
133 |
audio_stop_sound(snd_f_noise); |
134 |
scene++; |
135 |
} |
136 |
} |
137 |
if (scene >= 8) |
138 |
exit; |
139 |
var overlay_alpha_default = 0.15; |
140 |
if (irandom(80) == 1) |
141 |
{ |
142 |
audio_play_sound(snd_electric_flash, 1, 0); |
143 |
overlay_alpha = clamp(overlay_alpha + random_range(0.25, 0.5), overlay_alpha_default, 0.75); |
144 |
} |
145 |
overlay_alpha = lerp(overlay_alpha, overlay_alpha_default, 0.1); |
146 |
|
147 |
enum AudioEffectType |
148 |
{ |
149 |
Bitcrusher, |
150 |
Delay, |
151 |
Gain, |
152 |
HPF2, |
153 |
LPF2, |
154 |
Reverb1, |
155 |
Tremolo, |
156 |
PeakEQ, |
157 |
HiShelf, |
158 |
LoShelf, |
159 |
EQ, |
160 |
Compressor |
161 |
} |