| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
if (obj_pl.y <= 600) |
| 7 |
{ |
| 8 |
scr_cutscene_start(); |
| 9 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
| 10 |
cutscene_npc_walk(1168, 490, 520, 3, "y", "up"); |
| 11 |
var axis = "y"; |
| 12 |
if (abs(obj_martlet_follower.y - obj_pl.y) < 10) |
| 13 |
axis = "x"; |
| 14 |
cutscene_follower_into_actor(); |
| 15 |
cutscene_npc_walk(1164, 460, 520, 3, axis, "up"); |
| 16 |
scene = 1; |
| 17 |
} |
| 18 |
break; |
| 19 |
case 1: |
| 20 |
cutscene_camera_move(490, 400, 2); |
| 21 |
break; |
| 22 |
case 2: |
| 23 |
cutscene_wait(2); |
| 24 |
break; |
| 25 |
case 3: |
| 26 |
cutscene_dialogue(); |
| 27 |
with (msg) |
| 28 |
{ |
| 29 |
talker[0] = 1164; |
| 30 |
message[0] = "* Wow... "; |
| 31 |
message[1] = "* I wish Chujin invited# me over back in the day."; |
| 32 |
message[2] = "* This house is# incredible... "; |
| 33 |
message[3] = "* Uh-Yeah! Let's get# inside and see what the# fuss is about."; |
| 34 |
prt[0] = 333; |
| 35 |
prt[1] = 321; |
| 36 |
prt[2] = 320; |
| 37 |
prt[3] = 328; |
| 38 |
if (message_current == 3) |
| 39 |
obj_martlet_npc.npc_direction = "right"; |
| 40 |
} |
| 41 |
break; |
| 42 |
case 4: |
| 43 |
cutscene_npc_walk(1164, obj_pl.x, obj_pl.y + 20, 3, "y", "up"); |
| 44 |
break; |
| 45 |
case 5: |
| 46 |
cutscene_actor_into_follower(); |
| 47 |
break; |
| 48 |
case 6: |
| 49 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 3); |
| 50 |
break; |
| 51 |
case 7: |
| 52 |
cutscene_camera_reset(); |
| 53 |
break; |
| 54 |
case 8: |
| 55 |
instance_destroy(obj_player_npc); |
| 56 |
cutscene_end(); |
| 57 |
global.dunes_flag[41] = 2; |
| 58 |
break; |
| 59 |
case 9: |
| 60 |
scr_cutscene_start(); |
| 61 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
| 62 |
obj_player_npc.image_alpha = 0; |
| 63 |
obj_player_npc.npc_direction = "down"; |
| 64 |
instance_create(obj_pl.x, obj_pl.y, obj_martlet_npc); |
| 65 |
obj_martlet_npc.image_alpha = 0; |
| 66 |
obj_martlet_npc.npc_direction = "down"; |
| 67 |
obj_martlet_npc.can_walk = false; |
| 68 |
cutscene_camera_freeze(obj_pl.x, obj_pl.y); |
| 69 |
break; |
| 70 |
case 10: |
| 71 |
with (obj_martlet_npc) |
| 72 |
{ |
| 73 |
if (image_alpha < 1) |
| 74 |
image_alpha += 0.1; |
| 75 |
else |
| 76 |
other.scene++; |
| 77 |
} |
| 78 |
break; |
| 79 |
case 11: |
| 80 |
cutscene_npc_walk(1164, 470, 445, 3, "y", "down"); |
| 81 |
break; |
| 82 |
case 12: |
| 83 |
with (obj_player_npc) |
| 84 |
{ |
| 85 |
if (image_alpha < 1) |
| 86 |
image_alpha += 0.1; |
| 87 |
else |
| 88 |
other.scene++; |
| 89 |
} |
| 90 |
break; |
| 91 |
case 13: |
| 92 |
cutscene_npc_walk(1168, 500, 445, 3, "y", "down"); |
| 93 |
break; |
| 94 |
case 14: |
| 95 |
cutscene_camera_move(485, 480, 2); |
| 96 |
break; |
| 97 |
case 15: |
| 98 |
cutscene_wait(1); |
| 99 |
break; |
| 100 |
case 16: |
| 101 |
cutscene_dialogue(); |
| 102 |
with (msg) |
| 103 |
{ |
| 104 |
talker[0] = 1162; |
| 105 |
talker[5] = 1162; |
| 106 |
talker[1] = 1164; |
| 107 |
talker[10] = 1164; |
| 108 |
talker[13] = 1164; |
| 109 |
talker[7] = 1158; |
| 110 |
talker[11] = 1158; |
| 111 |
talker[9] = 1167; |
| 112 |
message[0] = "* So, you figured it out?"; |
| 113 |
message[1] = "* ...Yes."; |
| 114 |
message[2] = "* Ceroba was trying to# carry out a plan Chujin# left for her."; |
| 115 |
message[3] = "* Something involving# Clover's SOUL and a Boss# Monster SOUL..."; |
| 116 |
message[4] = "* ...Which happens to# reside in Kanako."; |
| 117 |
message[5] = "* What the...# So she lied to us?"; |
| 118 |
message[6] = "* About the mission to# retrieve Kanako?"; |
| 119 |
message[7] = "* She wasn't lying about# finding Kanako. "; |
| 120 |
message[8] = "* ...That's the alarming# part."; |
| 121 |
message[9] = "* So Kanako is alive and# well? Thank goodness..."; |
| 122 |
message[10] = "* Alive? Am I missing# something?"; |
| 123 |
prt[0] = 451; |
| 124 |
prt[1] = 329; |
| 125 |
prt[2] = 317; |
| 126 |
prt[3] = 317; |
| 127 |
prt[4] = 329; |
| 128 |
prt[5] = 453; |
| 129 |
prt[6] = 453; |
| 130 |
prt[7] = 437; |
| 131 |
prt[8] = 439; |
| 132 |
prt[9] = 449; |
| 133 |
prt[10] = 311; |
| 134 |
prt[11] = 435; |
| 135 |
prt[12] = 435; |
| 136 |
prt[13] = 333; |
| 137 |
prt[14] = 329; |
| 138 |
switch (message_current) |
| 139 |
{ |
| 140 |
case 7: |
| 141 |
obj_ace_npc.npc_direction = "left"; |
| 142 |
break; |
| 143 |
case 9: |
| 144 |
obj_ace_npc.npc_direction = "up"; |
| 145 |
obj_moray_npc.npc_direction = "left"; |
| 146 |
break; |
| 147 |
case 10: |
| 148 |
obj_moray_npc.npc_direction = "up"; |
| 149 |
} |
| 150 |
} |
| 151 |
break; |
| 152 |
case 17: |
| 153 |
cutscene_wait(1); |
| 154 |
break; |
| 155 |
case 18: |
| 156 |
cutscene_dialogue(); |
| 157 |
with (msg) |
| 158 |
{ |
| 159 |
talker[2] = 1164; |
| 160 |
talker[0] = 1158; |
| 161 |
message[0] = "* It's a long story...# She fell down some time# ago."; |
| 162 |
message[1] = "* Ceroba sent her to the# Lab in hopes to remedy# the situation."; |
| 163 |
message[2] = "* I had no idea..."; |
| 164 |
message[3] = "* ..."; |
| 165 |
prt[0] = 435; |
| 166 |
prt[1] = 435; |
| 167 |
prt[2] = 333; |
| 168 |
prt[3] = 329; |
| 169 |
switch (message_current) |
| 170 |
{ |
| 171 |
case 3: |
| 172 |
obj_martlet_npc.npc_direction = "left"; |
| 173 |
break; |
| 174 |
} |
| 175 |
} |
| 176 |
break; |
| 177 |
case 19: |
| 178 |
cutscene_wait(1); |
| 179 |
break; |
| 180 |
case 20: |
| 181 |
cutscene_npc_direction(1164, "down"); |
| 182 |
break; |
| 183 |
case 21: |
| 184 |
cutscene_dialogue(); |
| 185 |
with (msg) |
| 186 |
{ |
| 187 |
color = true; |
| 188 |
ch_msg = 15; |
| 189 |
col_modif[0] = 65535; |
| 190 |
ch[1] = "The Lab,\nmost likely"; |
| 191 |
message[0] = "* Okay. Where was the# last place you saw# Ceroba go, Ed?"; |
| 192 |
message[1] = "* You ain't takin' Clover# straight to her, are ya?"; |
| 193 |
message[2] = "* That's exactly what she# wants, right?"; |
| 194 |
message[3] = "* Yeah, Clover needs to# stay safe with us! "; |
| 195 |
message[4] = "* She can't accomplish# her goal if Clover's# nowhere to be found!"; |
| 196 |
message[5] = "* We aren't going to let# her accomplish her goal.# And anyway..."; |
| 197 |
message[6] = "* The Wild East is a# tourist destination -# a public place."; |
| 198 |
message[7] = "* My colleagues probably# know a human is in the# Underground by now."; |
| 199 |
message[8] = "* If Clover stayed here# they would eventually# tear the town up!"; |
| 200 |
message[9] = "* Better to be on the# move, yeah?"; |
| 201 |
message[10] = "* I-"; |
| 202 |
message[11] = "* Look, I need to fly# ahead to scout out the# situation."; |
| 203 |
message[12] = "* So, again, where did# the two go?"; |
| 204 |
message[13] = "* I don't think"; |
| 205 |
message[14] = "* Clover, you were there."; |
| 206 |
message[15] = "* Where did they go?"; |
| 207 |
message[16] = "* That lines up...# Hotland it is."; |
| 208 |
message[17] = "* Hey, I gave Star my# word!"; |
| 209 |
message[18] = "* Let them do it, Ed. "; |
| 210 |
message[19] = "* Clover is the only one# who can put this to# rest."; |
| 211 |
message[20] = "* ..."; |
| 212 |
message[21] = "* ...Alright."; |
| 213 |
message[22] = "* They took the westmost# elevator in the# Steamworks."; |
| 214 |
message[23] = "* You can use a laundry# chute to get there# quicker."; |
| 215 |
message_col[23][0] = " laundry# chute "; |
| 216 |
message[24] = "* That elevator's# destination sits near# the CORE..."; |
| 217 |
message[25] = "* Ask around if someone# spotted which direction# they went from there."; |
| 218 |
message[26] = "* Wait, we need to go# too, right?"; |
| 219 |
message[27] = "* You need all the help# you can get!"; |
| 220 |
message[28] = "* Appreciate the offer# but please don't. This# might get dangerous."; |
| 221 |
message[29] = "* Stay here and keep the# townsfolk happy like you# always have."; |
| 222 |
message[30] = "* ...Okay. But please be# safe!"; |
| 223 |
message[31] = "* I'll try. Thanks for# all of your help."; |
| 224 |
message[32] = "* ...Even if you locked# me in a jail cell for# hours on end."; |
| 225 |
message[33] = "* Hey, what are friends# for?"; |
| 226 |
message[34] = "* I can think of a few# things... I mean-yeah,# no problem!"; |
| 227 |
message[35] = "* Clover, meet me on the# rooftop of UG Apartments# asap."; |
| 228 |
message_col[35][0] = " UG Apartments "; |
| 229 |
message[36] = "* We'll figure this out,# I promise!"; |
| 230 |
talker[0] = 1164; |
| 231 |
talker[5] = 1164; |
| 232 |
talker[11] = 1164; |
| 233 |
talker[14] = 1164; |
| 234 |
talker[28] = 1164; |
| 235 |
talker[31] = 1164; |
| 236 |
talker[35] = 1164; |
| 237 |
talker[1] = 1162; |
| 238 |
talker[10] = 1162; |
| 239 |
talker[13] = 1162; |
| 240 |
talker[17] = 1162; |
| 241 |
talker[20] = 1162; |
| 242 |
talker[3] = 1165; |
| 243 |
talker[34] = 1165; |
| 244 |
talker[18] = 1158; |
| 245 |
talker[24] = 1158; |
| 246 |
talker[26] = 1167; |
| 247 |
talker[30] = 1167; |
| 248 |
talker[33] = 1167; |
| 249 |
prt[0] = 308; |
| 250 |
prt[1] = 453; |
| 251 |
prt[2] = 451; |
| 252 |
prt[3] = 455; |
| 253 |
prt[4] = 462; |
| 254 |
prt[5] = 308; |
| 255 |
prt[6] = 338; |
| 256 |
prt[7] = 321; |
| 257 |
prt[8] = 308; |
| 258 |
prt[9] = 313; |
| 259 |
prt[10] = 454; |
| 260 |
prt[11] = 321; |
| 261 |
prt[12] = 321; |
| 262 |
prt[13] = 454; |
| 263 |
prt[14] = 338; |
| 264 |
prt[15] = 321; |
| 265 |
prt[16] = 338; |
| 266 |
prt[17] = 453; |
| 267 |
prt[18] = 437; |
| 268 |
prt[19] = 439; |
| 269 |
prt[20] = 454; |
| 270 |
prt[21] = 453; |
| 271 |
prt[22] = 451; |
| 272 |
prt[23] = 451; |
| 273 |
prt[24] = 435; |
| 274 |
prt[25] = 435; |
| 275 |
prt[26] = 449; |
| 276 |
prt[27] = 445; |
| 277 |
prt[28] = 317; |
| 278 |
prt[29] = 320; |
| 279 |
prt[30] = 449; |
| 280 |
prt[31] = 320; |
| 281 |
prt[32] = 324; |
| 282 |
prt[33] = 445; |
| 283 |
prt[34] = 463; |
| 284 |
prt[35] = 321; |
| 285 |
prt[36] = 328; |
| 286 |
switch (message_current) |
| 287 |
{ |
| 288 |
case 13: |
| 289 |
message_timer = 10; |
| 290 |
skippable = false; |
| 291 |
break; |
| 292 |
case 14: |
| 293 |
message_timer = -1; |
| 294 |
skippable = true; |
| 295 |
obj_martlet_npc.npc_direction = "right"; |
| 296 |
obj_player_npc.npc_direction = "left"; |
| 297 |
break; |
| 298 |
case 17: |
| 299 |
obj_martlet_npc.npc_direction = "down"; |
| 300 |
obj_player_npc.npc_direction = "down"; |
| 301 |
break; |
| 302 |
case 18: |
| 303 |
obj_ace_npc.npc_direction = "left"; |
| 304 |
obj_ed_npc.npc_direction = "right"; |
| 305 |
break; |
| 306 |
case 21: |
| 307 |
obj_ace_npc.npc_direction = "up"; |
| 308 |
obj_ed_npc.npc_direction = "up"; |
| 309 |
break; |
| 310 |
case 26: |
| 311 |
obj_moray_npc.npc_direction = "left"; |
| 312 |
break; |
| 313 |
case 27: |
| 314 |
obj_moray_npc.npc_direction = "up"; |
| 315 |
break; |
| 316 |
case 34: |
| 317 |
obj_mooch_npc.npc_direction = "down"; |
| 318 |
if (cutoff >= 35) |
| 319 |
{ |
| 320 |
obj_mooch_npc.npc_direction = "up"; |
| 321 |
prt[34] = 458; |
| 322 |
} |
| 323 |
case 35: |
| 324 |
obj_player_npc.npc_direction = "left"; |
| 325 |
obj_martlet_npc.npc_direction = "right"; |
| 326 |
break; |
| 327 |
} |
| 328 |
} |
| 329 |
break; |
| 330 |
case 22: |
| 331 |
cutscene_npc_direction(1168, "down"); |
| 332 |
break; |
| 333 |
case 23: |
| 334 |
cutscene_npc_walk(1164, 485, 485, 2, "x", "down"); |
| 335 |
break; |
| 336 |
case 24: |
| 337 |
cutscene_npc_action_sprite(1164, 275, 0.4, true, 0); |
| 338 |
break; |
| 339 |
case 25: |
| 340 |
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;
} (568, 1500); |
| 341 |
instance_destroy(obj_martlet_npc); |
| 342 |
cutscene_advance(); |
| 343 |
break; |
| 344 |
case 26: |
| 345 |
cutscene_wait(0.75); |
| 346 |
break; |
| 347 |
case 27: |
| 348 |
cutscene_npc_walk(1168, 485, 470, 2, "x", "down"); |
| 349 |
break; |
| 350 |
case 28: |
| 351 |
cutscene_wait(0.75); |
| 352 |
break; |
| 353 |
case 29: |
| 354 |
cutscene_dialogue(); |
| 355 |
with (msg) |
| 356 |
{ |
| 357 |
talker[0] = 1162; |
| 358 |
talker[1] = 1167; |
| 359 |
talker[2] = 1165; |
| 360 |
talker[3] = 1158; |
| 361 |
talker[4] = 1162; |
| 362 |
message[0] = "* I uh... wish you luck# with this, seriously."; |
| 363 |
message[1] = "* Yeah, I bet we'll all# be catching bandits# again shortly!"; |
| 364 |
message[2] = "* I'll be sure to save# you a spot at our next# nap time!"; |
| 365 |
message[3] = "* Just don't do anything# stupid."; |
| 366 |
message[4] = "* See ya later... Deputy."; |
| 367 |
prt[0] = 454; |
| 368 |
prt[1] = 445; |
| 369 |
prt[2] = 458; |
| 370 |
prt[3] = 439; |
| 371 |
prt[4] = 451; |
| 372 |
} |
| 373 |
break; |
| 374 |
case 30: |
| 375 |
cutscene_npc_walk(1162, 490, 650, 2, "x", "down"); |
| 376 |
scene++; |
| 377 |
break; |
| 378 |
case 31: |
| 379 |
cutscene_wait(0.65); |
| 380 |
break; |
| 381 |
case 32: |
| 382 |
cutscene_npc_walk(1158, 500, 650, 2, "x", "down"); |
| 383 |
scene++; |
| 384 |
break; |
| 385 |
case 33: |
| 386 |
cutscene_wait(0.65); |
| 387 |
break; |
| 388 |
case 34: |
| 389 |
cutscene_npc_walk(1165, 480, 650, 3, "x", "down"); |
| 390 |
scene++; |
| 391 |
break; |
| 392 |
case 35: |
| 393 |
cutscene_wait(0.4); |
| 394 |
break; |
| 395 |
case 36: |
| 396 |
cutscene_npc_walk(1167, 490, 590, 2, "x", "down"); |
| 397 |
break; |
| 398 |
case 37: |
| 399 |
cutscene_wait(0.5); |
| 400 |
break; |
| 401 |
case 38: |
| 402 |
cutscene_npc_direction(1167, "up"); |
| 403 |
break; |
| 404 |
case 39: |
| 405 |
cutscene_wait(1); |
| 406 |
break; |
| 407 |
case 40: |
| 408 |
cutscene_npc_walk(1167, 490, 690, 2, "x", "down"); |
| 409 |
break; |
| 410 |
case 41: |
| 411 |
with (obj_actor_npc_base) |
| 412 |
{ |
| 413 |
if (object_index != obj_player_npc) |
| 414 |
instance_destroy(); |
| 415 |
} |
| 416 |
scene++; |
| 417 |
break; |
| 418 |
case 42: |
| 419 |
cutscene_wait(0.5); |
| 420 |
break; |
| 421 |
case 43: |
| 422 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 1); |
| 423 |
break; |
| 424 |
case 44: |
| 425 |
cutscene_camera_reset(); |
| 426 |
break; |
| 427 |
case 45: |
| 428 |
cutscene_wait(1.5); |
| 429 |
break; |
| 430 |
case 46: |
| 431 |
cutscene_npc_walk(1168, obj_player_npc.x, 590, 2, "y", "down"); |
| 432 |
scr_cutscene_start(); |
| 433 |
break; |
| 434 |
case 47: |
| 435 |
instance_create(485, 496, obj_flowey_npc); |
| 436 |
obj_flowey_npc.image_alpha = 0; |
| 437 |
scene++; |
| 438 |
break; |
| 439 |
case 48: |
| 440 |
obj_flowey_npc.image_alpha = 1; |
| 441 |
obj_flowey_npc.npc_direction = "down"; |
| 442 |
cutscene_npc_action_sprite(3194, 242, 0.2, false); |
| 443 |
break; |
| 444 |
case 49: |
| 445 |
obj_player_npc.npc_direction = "up"; |
| 446 |
obj_pl.direction = 90; |
| 447 |
scene++; |
| 448 |
break; |
| 449 |
case 50: |
| 450 |
cutscene_dialogue(); |
| 451 |
with (msg) |
| 452 |
{ |
| 453 |
talker[0] = 3194; |
| 454 |
message[0] = "* Howdy!"; |
| 455 |
message[1] = "* Long time no see,# buddy!"; |
| 456 |
message[2] = "* I've been wantin' to# tell ya something."; |
| 457 |
message[3] = "* It's been weighing on# my mind so I truly mean# it when I say..."; |
| 458 |
message[4] = "* Told ya so!"; |
| 459 |
message[5] = "* Haha, sorry! Couldn't# pass that up!"; |
| 460 |
message[6] = "* Now I know this is the# part I tell you to# ignore Ceroba but..."; |
| 461 |
message[7] = "* I have a strong feeling# that wouldn't sway you# at this point."; |
| 462 |
message[8] = "* Honestly, I'm starting# to wanna see this play# out!"; |
| 463 |
message[9] = "* After all..."; |
| 464 |
message[10] = "* That fox wants to waste# your SOUL on a science# fair project!"; |
| 465 |
message[11] = "* No good!"; |
| 466 |
message[12] = "* I'm in your corner like# I've always been so# don't worry!"; |
| 467 |
message[13] = "* We'll get rid of her# and continue down our# path, easy peasy!"; |
| 468 |
message[14] = "* It'll all work out in# the end, pal! "; |
| 469 |
prt[0] = 348; |
| 470 |
prt[1] = 348; |
| 471 |
prt[2] = 347; |
| 472 |
prt[3] = 349; |
| 473 |
prt[4] = 349; |
| 474 |
prt[5] = 3251; |
| 475 |
prt[6] = 347; |
| 476 |
prt[7] = 348; |
| 477 |
prt[8] = 348; |
| 478 |
prt[9] = 347; |
| 479 |
prt[10] = 349; |
| 480 |
prt[11] = 348; |
| 481 |
prt[12] = 348; |
| 482 |
prt[13] = 348; |
| 483 |
prt[14] = 3251; |
| 484 |
} |
| 485 |
break; |
| 486 |
case 51: |
| 487 |
if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)) |
| 488 |
{ |
| 489 |
instance_destroy(obj_flowey_npc); |
| 490 |
cutscene_end(); |
| 491 |
global.dunes_flag[41] = 6; |
| 492 |
global.party_member = -4; |
| 493 |
instance_destroy(obj_postgame_walk_blocker); |
| 494 |
} |
| 495 |
break; |
| 496 |
} |