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gml_Object_obj_room_controller_mansion_study_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
        if (obj_pl.y < 220)
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            scene++;
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        break;
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    case 0:
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        scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
11
        cutscene_follower_into_actor();
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        obj_martlet_npc.npc_direction = "up";
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        obj_martlet_npc.can_walk = false;
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
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        with (obj_shadow_master)
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            event_perform(ev_alarm, 0);
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        obj_player_npc.npc_direction = "up";
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        break;
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    case 1:
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        cutscene_wait(0.75);
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        break;
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    case 2:
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        cutscene_npc_walk(1168, 135, 180, 2, "y", "up");
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        scene++;
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        break;
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    case 3:
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        cutscene_wait(0.4);
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        break;
29
    case 4:
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        cutscene_npc_walk(1164, 135, 200, 2, "y", "up");
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        break;
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    case 5:
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        cutscene_wait(0.5);
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        break;
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    case 6:
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        cutscene_npc_walk(1164, obj_player_npc.x + 20, obj_martlet_npc.y, 3, "y", "up", -4, obj_player_npc.x, obj_player_npc.y - 20);
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        break;
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    case 7:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Oh my...";
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            message[1] = "* What... What is all of#  this?";
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            prt[0] = 333;
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            prt[1] = 321;
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        }
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        break;
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    case 8:
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        cutscene_npc_direction(1164, "right");
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        break;
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    case 9:
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        cutscene_wait(0.5);
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        break;
55
    case 10:
56
        cutscene_npc_direction(1164, "left");
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        break;
58
    case 11:
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        cutscene_wait(0.5);
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        break;
61
    case 12:
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        cutscene_npc_walk(1164, 65, 125, 3, "x", "left");
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        break;
64
    case 13:
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        cutscene_wait(1);
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        break;
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    case 14:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Formulas... SOUL#  research...";
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            message[1] = "* Hold on, look over#  here. ";
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            prt[0] = 324;
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            prt[1] = 333;
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            if (message_current == 1)
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                obj_martlet_npc.npc_direction = "up";
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        }
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        break;
80
    case 15:
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        cutscene_npc_walk(1164, 83, 120, 2, "x", "up");
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        break;
83
        break;
84
    case 16:
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        cutscene_wait(1);
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        break;
87
    case 17:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Tapes...";
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            message[1] = "* Each one has a date on#  it.";
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            prt[0] = 338;
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            prt[1] = 321;
96
        }
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        break;
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    case 18:
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        cutscene_wait(0.25);
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        break;
101
    case 19:
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        cutscene_npc_direction(1164, "right");
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        break;
104
    case 20:
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        cutscene_wait(1.5);
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        break;
107
    case 21:
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        cutscene_dialogue();
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        with (msg)
110
        {
111
            talker[0] = 1164;
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            message[0] = "* Y-You know...";
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            message[1] = "* Maybe this is all a big#  misunderstanding!";
114
            message[2] = "* Yeah, that's probably#  it!";
115
            message[3] = "* We'll just watch these#  and clear the air.";
116
            prt[0] = 317;
117
            prt[1] = 320;
118
            prt[2] = 328;
119
            prt[3] = 312;
120
            if (message_current == 2)
121
                obj_martlet_npc.npc_direction = "down";
122
        }
123
        break;
124
    case 22:
125
        cutscene_npc_direction(1164, "up");
126
        break;
127
    case 23:
128
        cutscene_npc_action_sprite(1164, 273, 0.2, false, 0.1);
129
        break;
130
    case 24:
131
        cutscene_sfx_play(281, 1);
132
        break;
133
    case 25:
134
        cutscene_wait(0.25);
135
        break;
136
    case 26:
137
        cutscene_npc_walk(1164, 135, 150, 2, "y", "up");
138
        break;
139
    case 27:
140
        cutscene_wait(0.5);
141
        break;
142
    case 28:
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        cutscene_npc_action_sprite(1164, 273, 0.2, false, 0.1);
144
        break;
145
    case 29:
146
        cutscene_sfx_play(382, 1);
147
        break;
148
    case 30:
149
        obj_mansion_study_overlay.can_flicker = false;
150
        scene++;
151
        break;
152
    case 31:
153
        cutscene_npc_walk(1164, obj_player_npc.x + 20, obj_player_npc.y - 15, 2, "x", "up");
154
        break;
155
    case 32:
156
        cutscene_wait(1.5);
157
        break;
158
    case 33:
159
        instance_create_depth(126, 91, -1600, obj_mansion_study_tv);
160
        scene++;
161
        break;
162
    case 34:
163
        depth = -1400;
164
        draw_alpha += 0.1;
165
        if (draw_alpha >= 1)
166
            scene++;
167
        break;
168
    case 35:
169
        cutscene_wait(1.5);
170
        break;
171
    case 36:
172
        obj_mansion_study_tv.sprite_index = spr_mansion_study_tv_blue_screen;
173
        scene++;
174
        break;
175
    case 37:
176
        if (!instance_exists(obj_mansion_study_tv))
177
            cutscene_advance();
178
        break;
179
    case 38:
180
        cutscene_wait(2);
181
        break;
182
    case 39:
183
        instance_create_depth(0, 0, -3000, obj_mansion_chujin_tapes);
184
        scr_audio_fade_out
scr_audio_fade_out

function 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; }
(obj_radio.current_song, 500);
185
        scene++;
186
        break;
187
    case 40:
188
        if (!instance_exists(obj_mansion_chujin_tapes))
189
            cutscene_wait(2);
190
        break;
191
    case 41:
192
        draw_alpha -= 0.03;
193
        if (draw_alpha <= 0)
194
        {
195
            scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
196
            scene++;
197
        }
198
        break;
199
    case 42:
200
        cutscene_wait(1);
201
        break;
202
    case 43:
203
        cutscene_npc_set_sprites(1164, 273, 270, 273, 272, 262, 263, 262, 268);
204
        break;
205
    case 44:
206
        cutscene_npc_walk(1164, obj_martlet_npc.x, obj_player_npc.y - 5, 0.25, "y", "up");
207
        break;
208
    case 45:
209
        cutscene_npc_set_sprites(1164, 273, 270, 274, 272, 262, 263, 265, 268);
210
        break;
211
    case 46:
212
        cutscene_wait(0.75);
213
        break;
214
    case 47:
215
        cutscene_dialogue();
216
        with (msg)
217
        {
218
            talker[0] = 1164;
219
            message[0] = "* ...";
220
            message[1] = "* Oh... Oh my gosh... ";
221
            message[2] = "* I never knew... He#  never mentioned... ";
222
            prt[0] = 332;
223
            prt[1] = 332;
224
            prt[2] = 322;
225
        }
226
        break;
227
    case 48:
228
        scr_audio_fade_out
scr_audio_fade_out

function 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; }
(obj_radio.current_song, 500);
229
        cutscene_music = audio_play_sound(mus_the_trek, 1, 1);
230
        cutscene_npc_direction(1164, "left");
231
        break;
232
    case 49:
233
        cutscene_dialogue();
234
        with (msg)
235
        {
236
            talker[0] = 1164;
237
            message[0] = "* Clover, we have to go.#  Right now.";
238
            message[1] = "* Come on.";
239
            prt[0] = 309;
240
            prt[1] = 309;
241
        }
242
        break;
243
    case 50:
244
        cutscene_camera_freeze(obj_pl.x, obj_pl.y);
245
        break;
246
    case 51:
247
        cutscene_npc_set_sprites(1164, 277, 278, 280, 279, 262, 263, 265, 268);
248
        break;
249
    case 52:
250
        cutscene_npc_walk(1164, obj_player_npc.x, obj_player_npc.y + 30, 4, "y", "down", -4, obj_player_npc.x, obj_player_npc.y + 220);
251
        scene++;
252
        break;
253
    case 53:
254
        if (obj_martlet_npc.y > (obj_player_npc.y + 40))
255
        {
256
            cutscene_npc_set_sprites(1168, 15, 16, 18, 17, 24, 21, 23, 22);
257
            break;
258
        }
259
        break;
260
    case 54:
261
        cutscene_npc_walk(1168, obj_player_npc.x, 360, 4, "y", "down");
262
        break;
263
    case 55:
264
        global.dunes_flag[41] = 4;
265
        cutscene_change_room(251, 485, 420, 0.03);
266
        break;
267
}