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gml_Object_obj_newhome_03_cutscene_postfight_kill_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
5
    case -1:
6
        cutscene_camera_freeze(163, 240);
7
        break;
8
    case 0:
9
        cutscene_wait(1.5);
10
        break;
11
    case 1:
12
        cutscene_dialogue();
13
        with (msg)
14
        {
15
            talker[0] = 1169;
16
            message[0] = "* Ugh...";
17
            prt[0] = 416;
18
        }
19
        break;
20
    case 2:
21
        cutscene_npc_action_sprite(1169, 693, 1, false);
22
        break;
23
    case 3:
24
        cutscene_dialogue();
25
        with (msg)
26
        {
27
            talker[0] = 1169;
28
            message[0] = "* Ceroba...";
29
            prt[0] = 416;
30
        }
31
        break;
32
    case 4:
33
        cutscene_advance();
34
        break;
35
    case 5:
36
        cutscene_npc_direction(1169, "up");
37
        break;
38
    case 6:
39
        cutscene_wait(0.5);
40
        break;
41
    case 7:
42
        instance_create_depth(obj_starlo_npc.x, obj_starlo_npc.y - 40, -500, obj_cutscene_ex);
43
        cutscene_sfx_play(362, 0.7);
44
        break;
45
    case 8:
46
        cutscene_wait(0.8);
47
        break;
48
    case 9:
49
        instance_destroy(obj_cutscene_ex);
50
        cutscene_npc_walk(1169, 192, obj_starlo_npc.y, 3, "x", "up");
51
        break;
52
    case 10:
53
        cutscene_wait(0.5);
54
        break;
55
    case 11:
56
        cutscene_npc_direction(1169, "right");
57
        break;
58
    case 12:
59
        cutscene_wait(0.5);
60
        break;
61
    case 13:
62
        cutscene_npc_direction(1169, "down");
63
        break;
64
    case 14:
65
        cutscene_wait(0.5);
66
        break;
67
    case 15:
68
        cutscene_npc_direction(1169, "up");
69
        break;
70
    case 16:
71
        cutscene_wait(0.5);
72
        break;
73
    case 17:
74
        cutscene_npc_direction(1169, "left");
75
        break;
76
    case 18:
77
        cutscene_dialogue();
78
        with (msg)
79
        {
80
            talker[0] = 1169;
81
            message[0] = "* Where is Ceroba!?";
82
            message[1] = "* Clover?";
83
            message[2] = "* Clover, where did she#  go?";
84
            prt[0] = 421;
85
            prt[1] = 418;
86
            prt[2] = 416;
87
            ch_msg = 2;
88
            ch[1] = "...";
89
            ch[2] = "I'm sorry";
90
            if (outcome == 1)
91
            {
92
                show_debug_message("peep");
93
                message[3] = "* You...";
94
                prt[3] = 416;
95
            }
96
            if (outcome == 2)
97
            {
98
                message[3] = "* Sorry...?";
99
                prt[3] = 416;
100
            }
101
            message[4] = "* ...";
102
            message[5] = "* No...";
103
            prt[4] = 420;
104
            prt[5] = 416;
105
        }
106
        break;
107
    case 19:
108
        cutscene_npc_direction(1169, "up");
109
        break;
110
    case 20:
111
        cutscene_wait(0.5);
112
        break;
113
    case 21:
114
        cutscene_npc_walk(1169, 163, 255, 2, "y", "up");
115
        break;
116
    case 22:
117
        cutscene_npc_action_sprite(1169, 3725, 1, true, 0);
118
        break;
119
    case 23:
120
        cutscene_wait(1);
121
        break;
122
    case 24:
123
        cutscene_dialogue();
124
        with (msg)
125
        {
126
            talker[0] = 1169;
127
            message[0] = "* You didn't.";
128
            message[1] = "* You couldn't.";
129
            prt[0] = 416;
130
            prt[1] = 418;
131
        }
132
        break;
133
    case 25:
134
        cutscene_npc_action_sprite(1169, 2982, 1, true, 0);
135
        if (obj_starlo_npc.image_index >= 9)
136
            instance_destroy(obj_newhome_03_cutscene_mask);
137
        break;
138
    case 26:
139
        cutscene_wait(1);
140
        break;
141
    case 27:
142
        cutscene_npc_set_sprites(1169, 345, 345, 695, 345, 345, 345, 345, 345);
143
        obj_starlo_npc.npc_direction = "down";
144
        obj_starlo_npc.action_sprite = false;
145
        break;
146
    case 28:
147
        cutscene_dialogue();
148
        with (msg)
149
        {
150
            talker[0] = 1169;
151
            message[0] = "* She just ran away.";
152
            message[1] = "* She ran to the lab,#  right?";
153
            prt[0] = 416;
154
            prt[1] = 418;
155
        }
156
        break;
157
    case 29:
158
        cutscene_wait(0.5);
159
        break;
160
    case 30:
161
        cutscene_npc_action_sprite(1164, 3388, 1, true, 0);
162
        break;
163
    case 31:
164
        with (obj_cutscene_ex)
165
            instance_destroy();
166
        cutscene_dialogue();
167
        with (msg)
168
        {
169
            talker[0] = 1164;
170
            message[0] = "* Wh...";
171
            message[1] = "* Where am I...?";
172
            prt[0] = 315;
173
            prt[1] = 315;
174
        }
175
        obj_player_npc.npc_direction = "left";
176
        break;
177
    case 32:
178
        instance_create_depth(65, 255, -500, obj_cutscene_ex);
179
        cutscene_sfx_play(362, 0.7);
180
        break;
181
    case 33:
182
        if (cutscene_npc_action_sprite(1164, 2970, 1, true, 0))
183
            obj_martlet_npc.action_sprite = false;
184
        if (obj_martlet_npc.image_index > 9)
185
        {
186
            with (obj_cutscene_ex)
187
                instance_destroy();
188
        }
189
        break;
190
    case 34:
191
        cutscene_dialogue();
192
        with (msg)
193
        {
194
            talker[0] = 1164;
195
            message[0] = "* Clover!";
196
            prt[0] = 330;
197
        }
198
        break;
199
    case 35:
200
        cutscene_npc_walk(1164, obj_player_npc.x - 30, obj_martlet_npc.y, 4, "x", "right");
201
        break;
202
    case 36:
203
        cutscene_dialogue();
204
        with (msg)
205
        {
206
            talker[0] = 1164;
207
            message[0] = "* Are you...";
208
            prt[0] = 322;
209
            skippable = false;
210
            message_timer = 20;
211
        }
212
        break;
213
    case 37:
214
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y - 40, 1147);
215
        audio_play_sound(snd_encounter, 1, 0);
216
        break;
217
    case 38:
218
        cutscene_wait(0.3);
219
        break;
220
    case 39:
221
        cutscene_npc_direction(1164, "up");
222
        break;
223
    case 40:
224
        cutscene_wait(0.5);
225
        break;
226
    case 41:
227
        instance_destroy(obj_cutscene_ex);
228
        cutscene_advance();
229
        break;
230
    case 42:
231
        cutscene_dialogue();
232
        with (msg)
233
        {
234
            talker[0] = 1164;
235
            talker[3] = 1169;
236
            talker[4] = 1164;
237
            talker[6] = 1169;
238
            talker[8] = 1164;
239
            talker[12] = 1169;
240
            talker[26] = 1164;
241
            talker[37] = 1169;
242
            message[0] = "* ...";
243
            message[1] = "* I'm so sorry.";
244
            message[2] = "* We should've been here#  to help.";
245
            message[3] = "* Help...?";
246
            message[4] = "* ...";
247
            message[5] = "* No one wanted it to end#  this way but...";
248
            message[6] = "* But what!?";
249
            message[7] = "* What the hell did#  Ceroba do to deserve#  this!?";
250
            message[8] = "* I didn't say she#  \"deserved\" anything but#  come on!";
251
            message[9] = "* Look what she did to#  us, and more#  importantly,";
252
            message[10] = "* What she was planning#  to do to Clover and#  Kanako!";
253
            message[11] = "* She was clearly";
254
            message[12] = "* She was lost!";
255
            message[13] = "* In her mind there was#  no other choice!";
256
            message[14] = "* ...";
257
            message[15] = "* All anyone ever sees is#  what they want to see.";
258
            message[16] = "* They never stop to#  consider the \"why.\"";
259
            message[17] = "* Maybe to you, she was#  only some violent threat#  but...";
260
            message[18] = "* Beneath the crisis, I#  saw her for who she#  truly was.";
261
            message[19] = "* A compassionate,#  hardworking mother who#  lost everything.";
262
            message[20] = "* Her hopes, her dreams...";
263
            message[21] = "* ...";
264
            message[22] = "* I knew her.";
265
            message[23] = "* I knew her more than#  anyone.";
266
            message[24] = "* She could've been#  talked down. Forgiven#  even. ";
267
            message[25] = "* But she wasn't given#  the chance.";
268
            message[26] = "* ...";
269
            message[27] = "* We tried. For a long#  time. ";
270
            message[28] = "* We wanted peace.";
271
            message[29] = "* You saw it.";
272
            message[30] = "* Even when things#  escalated, we attempted#  to flee.";
273
            message[31] = "* But she wanted us dead.";
274
            message[32] = "* Going as far to back#  Clover into a corner,#  forcing them to...";
275
            message[33] = "* ...";
276
            message[34] = "* You're a lawman, right?";
277
            message[35] = "* I'm sorry but...";
278
            message[36] = "* Under these#  circumstances... Clover#  was just.";
279
            message[37] = "* I don't know what#  \"just\" means anymore.";
280
            message[38] = "* What's right, what's#  wrong...";
281
            message[39] = "* Who cares...";
282
            message[40] = "* All I know is that I...#  I lost my best friend#  tonight.";
283
            message[41] = "* And the wind...";
284
            message[42] = "* It blew the dust away.";
285
            message[43] = "* Like she didn't even#  matter...";
286
            prt[0] = 333;
287
            prt[1] = 317;
288
            prt[2] = 329;
289
            prt[3] = 416;
290
            prt[4] = 317;
291
            prt[5] = 317;
292
            prt[6] = 403;
293
            prt[7] = 403;
294
            prt[8] = 309;
295
            prt[9] = 309;
296
            prt[10] = 309;
297
            prt[11] = 309;
298
            prt[12] = 403;
299
            prt[13] = 403;
300
            prt[14] = 416;
301
            prt[15] = 416;
302
            prt[16] = 416;
303
            prt[17] = 418;
304
            prt[18] = 418;
305
            prt[19] = 418;
306
            prt[20] = 406;
307
            prt[21] = 406;
308
            prt[22] = 416;
309
            prt[23] = 416;
310
            prt[24] = 418;
311
            prt[25] = 418;
312
            prt[26] = 317;
313
            prt[27] = 317;
314
            prt[28] = 329;
315
            prt[29] = 317;
316
            prt[30] = 317;
317
            prt[31] = 315;
318
            prt[32] = 315;
319
            prt[33] = 329;
320
            prt[34] = 321;
321
            prt[35] = 338;
322
            prt[36] = 321;
323
            prt[37] = 418;
324
            prt[38] = 418;
325
            prt[39] = 416;
326
            prt[40] = 416;
327
            prt[41] = 416;
328
            prt[42] = 416;
329
            prt[43] = 416;
330
            if (message_current == 1)
331
                obj_martlet_npc.npc_direction = "right";
332
            if (message_current == 3)
333
            {
334
                obj_player_npc.npc_direction = "up";
335
                obj_martlet_npc.npc_direction = "up";
336
            }
337
            if (message_current == 11)
338
            {
339
                skippable = false;
340
                message_timer = 10;
341
            }
342
            else
343
            {
344
                skippable = true;
345
                message_timer = -1;
346
            }
347
        }
348
        break;
349
    case 43:
350
        cutscene_wait(1);
351
        break;
352
    case 44:
353
        cutscene_dialogue();
354
        with (msg)
355
        {
356
            talker[0] = 1169;
357
            message[0] = "* To the law, maybe you#  are justified in what#  you've done.";
358
            message[1] = "* But to me... you're#  lower than dirt.";
359
            prt[0] = 416;
360
            prt[1] = 418;
361
        }
362
        break;
363
    case 45:
364
        cutscene_wait(1);
365
        break;
366
    case 46:
367
        if (obj_starlo_npc.y > (obj_martlet_npc.y - 40))
368
            obj_martlet_npc.npc_direction = "right";
369
        cutscene_npc_walk(1169, obj_starlo_npc.x, obj_player_npc.y - 30, 1, "y", "down");
370
        break;
371
    case 47:
372
        cutscene_wait(1);
373
        break;
374
    case 48:
375
        cutscene_npc_walk_relative(1168, 30, 0, 2, "x", "left");
376
        break;
377
    case 49:
378
        if (obj_starlo_npc.y > (obj_martlet_npc.y + 40))
379
        {
380
            obj_martlet_npc.npc_direction = "down";
381
            obj_player_npc.npc_direction = "down";
382
        }
383
        cutscene_npc_walk(1169, obj_starlo_npc.x, 340, 1, "y", "down");
384
        break;
385
    case 50:
386
        cutscene_wait(1);
387
        break;
388
    case 51:
389
        cutscene_dialogue();
390
        with (msg)
391
        {
392
            talker[0] = 1169;
393
            message[0] = "* ...";
394
            message[1] = "* I could report your#  location...";
395
            message[2] = "* Or try to get#  revenge...";
396
            message[3] = "* But I know that would#  only spell more trouble#  for me.";
397
            message[4] = "* ...";
398
            message[5] = "* All I can do now is ask#  myself why.";
399
            message[6] = "* Why did I hesitate to#  fire that last bullet?";
400
            prt[0] = 416;
401
            prt[1] = 416;
402
            prt[2] = 416;
403
            prt[3] = 416;
404
            prt[4] = 416;
405
            prt[5] = 416;
406
            prt[6] = 418;
407
        }
408
        break;
409
    case 52:
410
        cutscene_npc_walk(1169, obj_starlo_npc.x, 420, 1, "y", "down");
411
        break;
412
    case 53:
413
        cutscene_wait(1);
414
        break;
415
    case 54:
416
        cutscene_npc_direction(1164, "right");
417
        break;
418
    case 55:
419
        cutscene_dialogue();
420
        with (msg)
421
        {
422
            talker[0] = 1164;
423
            message[0] = "* ...";
424
            message[1] = "* I'm... sorry you had to#  go through all of this.";
425
            message[2] = "* Maybe if we took a#  different route in#  Waterfall...";
426
            message[3] = "* Made different#  choices...";
427
            message[4] = "* You wouldn't have been#  put in this situation.";
428
            message[5] = "* ...";
429
            message[6] = "* This spiraled way out#  of control but...";
430
            message[7] = "* There's no changing it#  now.";
431
            message[8] = "* Only thing left to do#  is get you home.";
432
            message[9] = "* You deserve it.";
433
            prt[0] = 315;
434
            prt[1] = 317;
435
            prt[2] = 329;
436
            prt[3] = 329;
437
            prt[4] = 317;
438
            prt[5] = 317;
439
            prt[6] = 317;
440
            prt[7] = 315;
441
            prt[8] = 329;
442
            prt[9] = 320;
443
            if (message_current == 1)
444
                obj_player_npc.npc_direction = "left";
445
        }
446
        break;
447
    case 56:
448
        cutscene_npc_walk(1164, obj_player_npc.x + 30, obj_player_npc.y, 3, "x", "left");
449
        break;
450
    case 57:
451
        global.party_member = 1170;
452
        actor_follower = 1164;
453
        obj_pl.direction = 180;
454
        cutscene_actor_into_follower();
455
        break;
456
    case 58:
457
        cutscene_dialogue();
458
        with (msg)
459
        {
460
            sndfnt = 102;
461
            message[0] = "* Let's go to the Castle.";
462
            prt[0] = 321;
463
        }
464
        break;
465
    case 59:
466
        instance_destroy(obj_starlo_npc);
467
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1, 0);
468
        break;
469
    case 60:
470
        instance_destroy(obj_starlo_npc);
471
        global.hotland_flag[10] = 1;
472
        layer_set_visible("overlay_2", false);
473
        cutscene_camera_reset(true);
474
        cutscene_end();
475
        break;
476
}