| 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 |
} |