| 1 |
var actor_toriel = 1159; |
| 2 |
switch (scene) |
| 3 |
{ |
| 4 |
case 0: |
| 5 |
cutscene_wait(0.25); |
| 6 |
break; |
| 7 |
case 1: |
| 8 |
cutscene_dialogue(); |
| 9 |
with (msg) |
| 10 |
{ |
| 11 |
talker[0] = actor_toriel; |
| 12 |
message[0] = "* The RUINS are full of# puzzles."; |
| 13 |
message[1] = "* Ancient fusions between# diversions and doorkeys."; |
| 14 |
message[2] = "* They must be solved in# order to move from room# to room."; |
| 15 |
message[3] = "* Allow me to demonstrate."; |
| 16 |
prt[0] = 343; |
| 17 |
prt[1] = 343; |
| 18 |
prt[2] = 343; |
| 19 |
prt[3] = 343; |
| 20 |
} |
| 21 |
break; |
| 22 |
case 2: |
| 23 |
cutscene_npc_walk(actor_toriel, 233, 124, 3, "y", "up", "nothing", 184, 84, 208, 70); |
| 24 |
break; |
| 25 |
case 3: |
| 26 |
cutscene_sfx_play(379, 1); |
| 27 |
obj_switch1.image_index = 1; |
| 28 |
instance_destroy(obj_door); |
| 29 |
break; |
| 30 |
case 4: |
| 31 |
cutscene_wait(1); |
| 32 |
break; |
| 33 |
case 5: |
| 34 |
cutscene_npc_walk(actor_toriel, 144, 124, 3, "x", "down", "nothing"); |
| 35 |
break; |
| 36 |
case 6: |
| 37 |
cutscene_dialogue(); |
| 38 |
with (msg) |
| 39 |
{ |
| 40 |
talker[0] = actor_toriel; |
| 41 |
message[0] = "* We are free to proceed # now. "; |
| 42 |
message[1] = "* Follow me, my child.#* There are more puzzles# ahead."; |
| 43 |
prt[0] = 343; |
| 44 |
prt[1] = 343; |
| 45 |
} |
| 46 |
break; |
| 47 |
case 7: |
| 48 |
global.ruins_flag[2] = 1; |
| 49 |
scr_cutscene_end(); |
| 50 |
cutscene_advance(); |
| 51 |
break; |
| 52 |
case 8: |
| 53 |
cutscene_npc_walk(actor_toriel, 144, 60, 3 + (obj_pl.is_sprinting * 2), "x", "up", "nothing"); |
| 54 |
break; |
| 55 |
case 9: |
| 56 |
with (actor_toriel) |
| 57 |
{ |
| 58 |
image_alpha -= 0.1; |
| 59 |
if (image_alpha < 0) |
| 60 |
instance_destroy(); |
| 61 |
} |
| 62 |
} |