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gml_Object_obj_ruins_03_controller_Step_0

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var actor_toriel = 1159;
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switch (scene)
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{
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    case 0:
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        cutscene_wait(0.25);
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        break;
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    case 1:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_toriel;
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            message[0] = "* The RUINS are full of#  puzzles.";
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            message[1] = "* Ancient fusions between#  diversions and doorkeys.";
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            message[2] = "* They must be solved in#  order to move from room#  to room.";
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            message[3] = "* Allow me to demonstrate.";
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            prt[0] = 343;
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            prt[1] = 343;
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            prt[2] = 343;
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            prt[3] = 343;
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        }
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        break;
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    case 2:
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        cutscene_npc_walk(actor_toriel, 233, 124, 3, "y", "up", "nothing", 184, 84, 208, 70);
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        break;
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    case 3:
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        cutscene_sfx_play(379, 1);
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        obj_switch1.image_index = 1;
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        instance_destroy(obj_door);
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        break;
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    case 4:
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        cutscene_wait(1);
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        break;
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    case 5:
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        cutscene_npc_walk(actor_toriel, 144, 124, 3, "x", "down", "nothing");
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        break;
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    case 6:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = actor_toriel;
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            message[0] = "* We are free to proceed #  now. ";
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            message[1] = "* Follow me, my child.#* There are more puzzles#  ahead.";
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            prt[0] = 343;
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            prt[1] = 343;
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        }
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        break;
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    case 7:
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        global.ruins_flag[2] = 1;
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
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        cutscene_advance();
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        break;
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    case 8:
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        cutscene_npc_walk(actor_toriel, 144, 60, 3 + (obj_pl.is_sprinting * 2), "x", "up", "nothing");
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        break;
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    case 9:
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        with (actor_toriel)
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        {
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            image_alpha -= 0.1;
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            if (image_alpha < 0)
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                instance_destroy();
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        }
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}