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 |
} |