| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
cutscene_wait(1); |
| 7 |
break; |
| 8 |
case 1: |
| 9 |
cutscene_npc_walk(959, 610, 170, 2, "y", "left"); |
| 10 |
cutscene_advance(); |
| 11 |
break; |
| 12 |
case 2: |
| 13 |
cutscene_npc_walk(1168, 540, 170, 2, "y", "right"); |
| 14 |
break; |
| 15 |
case 3: |
| 16 |
cutscene_wait(1); |
| 17 |
break; |
| 18 |
case 4: |
| 19 |
cutscene_dialogue(); |
| 20 |
with (msg) |
| 21 |
{ |
| 22 |
talker[0] = 959; |
| 23 |
message[0] = "* Through this door."; |
| 24 |
message[1] = "* . . ."; |
| 25 |
prt[0] = 3107; |
| 26 |
prt[1] = 3090; |
| 27 |
} |
| 28 |
break; |
| 29 |
case 5: |
| 30 |
cutscene_npc_walk(959, 610, 150, 2, "y", "down"); |
| 31 |
cutscene_advance(); |
| 32 |
break; |
| 33 |
case 6: |
| 34 |
cutscene_wait(0.5); |
| 35 |
break; |
| 36 |
case 7: |
| 37 |
cutscene_npc_walk(1168, obj_asgore_npc.x, obj_player_npc.y, 2, "x", "up"); |
| 38 |
break; |
| 39 |
case 8: |
| 40 |
cutscene_wait(1); |
| 41 |
break; |
| 42 |
case 9: |
| 43 |
obj_asgore_npc.npc_direction = "up"; |
| 44 |
cutscene_advance(); |
| 45 |
break; |
| 46 |
case 10: |
| 47 |
cutscene_change_room(269, 160, 120, 0.025); |
| 48 |
break; |
| 49 |
} |